Replacing the geometry pipeline with mesh shaders

4 Oct 2022, 09:00
20m
201 (Opus Hall)

201

Opus Hall

30 S 10th Street, Minneapolis, MN
Talk (half slot, Wineconf and FOSS XR only) Main Track

Speaker

Ricardo Garcia (Igalia, S.L.)

Description

This talk will discuss the problems with the traditional vertex processing pipeline and present how mesh shading solves these problems. Instead of processing a fixed set of input vertices, mesh shaders can create an arbitrary topology of vertices and primitives. Mesh shading also includes a new solution for geometry amplification: task shaders.

The talk should be scheduled before Timur's talk about implementing mesh shaders in the RADV Mesa driver.

Code of Conduct Yes
For which conference do you send the proposal? X.Org Developers Conference 2022
GSoC, EVoC or Outreachy No

Primary author

Ricardo Garcia (Igalia, S.L.)

Co-author

Presentation Materials

2025 Host
Technische Universität Wien
2025 Gold Sponsors
AMD
Arm
Collabora
Microsoft
Snap AR
2025 Silver Sponsors
CodeWeavers
FEX-Emu
Igalia
Qualcomm
The Linux Foundation
2025 Bronze Sponsors
Khronos Group
Libre Computer