Skip to content

Mesh shader emulation over draw-indirect #38

@Try

Description

@Try

Based on #33

Initial implementation is practically working, this ticket is to track technical depth and for profiling work.

TODO:

  • Lines/Points
  • test flat and other interpolators
  • Fix in uvec3 gl_WorkGroupIDpolution
  • Fix in uvec3 gl_NumWorkGroups - polluted due to dispatch indirect
  • Fix in uvec3 gl_GlobalInvocationID // polluted, since it is byproduct of gl_WorkGroupID
  • Control/sanitize out-of-memory case
  • perprimitiveEXT - no immediate need

ERR(wont't fix):

  • Draw order is lost inside a single draw-call (not an issue for 3D)

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions