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GPU Work Graphs mesh nodes are now in Vulkan®

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With the release of AMD Software: Adrenalin Edition 24.9.1, mesh nodes were made available as a preview feature in Microsoft DirectX® 12. Today, we’re adding mesh nodes to our Vulkan® experimental extension, VK_AMDX_shader_enqueue.With mesh nodes available in a work graph, dispatching a single payload can kick off a variety of compute and rendering tasks, completely driven by the GPU. You can read more about it in the blog entry here.

This update also brings support for the Work Graph HLSL syntax. Instead of relying on SPIR-V intrinsics, the shaders can now use node-related attributes and functions, and can be compiled with dxc (DirectX® Shader Compiler) to SPIR-V, following the SPV_AMDX_shader_enqueue spec.

To get started, check out the following resources:

Although Work Graphs remain an experimental feature in Vulkan at this time, we’re committed to its development and we are aiming towards standardizing it as an EXT or KHR extension eventually.

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GPU Work Graphs mesh nodes in Microsoft DirectX® 12

Mesh nodes are a new type of leaf node in work graphs that, unlike all other nodes, does not invoke a compute shader, but dispatches a mesh-shader graphics pipeline instead. This blog series covers how to get started with mesh nodes as well as best practices.

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