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Initial naga changes for mesh shaders #7930
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Initial naga changes for mesh shaders #7930
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Please enter a commit message to explain why this merge is necessary,
…osal, left a lot of todo!()'s
The CI pooped itself, hopefully this fixes that. Will probably be undone either way.
… on auto interpreting that later
… due to constant crashes
I'm marking this as ready for review so that it can generate some eyes to look at the general process. Obviously the PR is 5k lines long so will not be merged in anything like its current state. It also is failing CI due to rspirv not being updated (see #7945 ) and the shader compiling benchmark not respecting the configuration tomls and therefore trying to compile for incompatible backends like GLSL. The fragment shader input on the test would be invalid to use with the corresponding mesh shader because it doesn't have the not yet implemented I'd mainly like for people to check out my SPIRV backend changes, as that is the part I am most unsure about. The generated mesh and task shaders pass spirv-val, but I haven't yet tried using them in a real mesh pipeline. |
Unmarking as draft (again lol) because I have given it another pass with my own eyes and @cwfitzgerald mentioned he would check it out Also I'd like to know how you'd prefer to address the benchmark issue |
Connections
#7197
Description
This is the initial change for naga mesh shaders. Currently not in a workable state. Issues to work out:
Testing
There is a test WGSL shader that is parsed and then written to SPIR-V
Squash or Rebase?
Absolutely squash
Checklist
cargo fmt
.taplo format
.cargo clippy --tests
. If applicable, add:--target wasm32-unknown-unknown
cargo xtask test
to run tests.CHANGELOG.md
entry.