//// - Copyright (c) 2023, Mobica Limited - - SPDX-License-Identifier: Apache-2.0 - - Licensed under the Apache License, Version 2.0 the "License"; - you may not use this file except in compliance with the License. - You may obtain a copy of the License at - - http://www.apache.org/licenses/LICENSE-2.0 - - Unless required by applicable law or agreed to in writing, software - distributed under the License is distributed on an "AS IS" BASIS, - WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - See the License for the specific language governing permissions and - limitations under the License. - //// = Geometry shader to mesh shader ifdef::site-gen-antora[] TIP: The source for this sample can be found in the https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/gshader_to_mshader[Khronos Vulkan samples github repository]. endif::[] image::./images/visualization_of_normals.png[Sample] == Overview This sample demonstrates how a mesh shader can be used to achieve the same results as with geometry shader. It contains geometry and mesh shader pipelines visualizing normals in the teapot model. == Meshlets To access model vertices from within mesh shader it needs to be stored within an **S**hader **S**torage **B**uffer **O**bject (SSBO). Indices need to be divided into meshlets and also stored within an SSBO so each work item can work on a single meshlet. Meshlets are created by spliting source geometry. Exemplary meshlet structure used in this sample: [,C++] ---- struct Meshlet { uint32_t vertices[64]; uint32_t indices[126]; uint32_t vertex_count; uint32_t index_count; }; ---- By linearly scanning the indices of the model, Meshlet-structures are created with up to 126 indices or 64 unique vertex indices, whatever is reached first. See prepare_meshlets() for an exemplary implementation. This sample expands function `load_model()` by adding a bool storage_buffer parameter, set to false by default. In that function model data is read from the file teapot.gltf. By setting storage_buffer to true, vertex position and normals are stored in an SSBO using the `AlignedVertex` structure (because of std430 memory layout). After that, indices are divided into meshlets using the `Meshlet` structure and also stored in SSBOs. == Enabling the Extension The device extension is provided by `VK_EXT_MESH_SHADER_EXTENSION_NAME`. It requires `VK_KHR_SPIRV_1_4_EXTENSION_NAME`, which in turn require VulkanAPI 1.1 and `VK_KHR_SHADER_FLOAT_CONTROLS_EXTENSION_NAME`. SPIRV needs to be set to 1.4. [,C++] ---- set_api_version(VK_API_VERSION_1_1); add_device_extension(VK_EXT_MESH_SHADER_EXTENSION_NAME); add_device_extension(VK_KHR_SPIRV_1_4_EXTENSION_NAME); add_device_extension(VK_KHR_SHADER_FLOAT_CONTROLS_EXTENSION_NAME); vkb::GLSLCompiler::set_target_environment(glslang::EShTargetSpv, glslang::EShTargetSpv_1_4); ---- The `VkPhysicalDeviceMeshShaderFeaturesEXT` structure needs to be included in the pNext chain of the `VkPhysicalDeviceFeatures2` structure passed to vkGetPhysicalDeviceFeatures2 [,C++] ---- auto &requested_vertex_input_features = gpu.request_extension_features(VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_EXT); requested_vertex_input_features.meshShader = VK_TRUE; ---- == Pros and cons Usage of geometry shader is usually not advised for real-time rendering purposes as it leads to high memory bandwith and reduced performance. On the other hand it is part of traditional pipeline and doesn't require additional pre-procesing of source geometry opposite to mesh shader. Mesh shader offers better performance and is more flexible in it potential usage but in case of working with a source geometry pre-processing is needed (meshlets).