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Vulkan API documentationThis extension provides a new mechanism allowing applications to generate collections of geometric primitives via programmable mesh shading. It is an alternative to the existing programmable primitive shading pipeline, which relied on generating input primitives by a fixed function assembler as well as fixed function vertex fetch.
There are new programmable shader types—the task and mesh shader—to generate these collections to be processed by fixed-function primitive assembly and rasterization logic. When task and mesh shaders are dispatched, they replace the core pre-rasterization stages, including vertex array attribute fetching, vertex shader processing, tessellation, and geometry shader processing.
Today’s discovery shows that Intel’s upcoming Arc Alchemist family of graphics cards based on DG2 GPU will not lag behind NVIDIA and AMD in terms of supported technical ecosystem. To learn more about mesh shader technology and some implementations, you can check out NVIDIA’s developer blog ici.