Mesh shading introduces a new kind of graphics pipeline that replaces the traditional vertex/tessellation/geometry shaders. There are two new stages: mesh shaders which can create an arbitrary primitive topology and the optional task shaders, for geometry amplification.
This talk focuses on presenting how mesh and task shaders are implemented in Mesa, with specific details on how the new shader stages are compiled to NIR and how the new API and shader features map to AMD "RDNA2" hardware.
|Code of Conduct||Yes|
|GSoC, EVoC or Outreachy||No|
|For which conference do you send the proposal?||X.Org Developers Conference 2022|