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GPU Work Graphs mesh nodes in Vulkan®

Originally posted: October 17, 2024
Last updated: October 17, 2024

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 will work towards standardizing it as an EXT or KHR extension eventually.

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