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Mastering Graphics Programming with Vulkan

You're reading from  Mastering Graphics Programming with Vulkan

Product type Book
Published in Feb 2023
Publisher Packt
ISBN-13 9781803244792
Pages 382 pages
Edition 1st Edition
Languages
Authors (2):
Marco Castorina Marco Castorina
Profile icon Marco Castorina
Gabriel Sassone Gabriel Sassone
Profile icon Gabriel Sassone
View More author details

Table of Contents (21) Chapters

Preface 1. Part 1: Foundations of a Modern Rendering Engine
2. Chapter 1: Introducing the Raptor Engine and Hydra 3. Chapter 2: Improving Resources Management 4. Chapter 3: Unlocking Multi-Threading 5. Chapter 4: Implementing a Frame Graph 6. Chapter 5: Unlocking Async Compute 7. Part 2: GPU-Driven Rendering
8. Chapter 6: GPU-Driven Rendering 9. Chapter 7: Rendering Many Lights with Clustered Deferred Rendering 10. Chapter 8: Adding Shadows Using Mesh Shaders 11. Chapter 9: Implementing Variable Rate Shading 12. Chapter 10: Adding Volumetric Fog 13. Part 3: Advanced Rendering Techniques
14. Chapter 11: Temporal Anti-Aliasing 15. Chapter 12: Getting Started with Ray Tracing 16. Chapter 13: Revisiting Shadows with Ray Tracing 17. Chapter 14: Adding Dynamic Diffuse Global Illumination with Ray Tracing 18. Chapter 15: Adding Reflections with Ray Tracing 19. Index 20. Other Books You May Enjoy

Understanding task and mesh shaders

Before we begin, we should mention that mesh shaders can be used without task shaders. If, for instance, you wanted to perform culling or some other pre-processing step on the meshlets on the CPU, you are free to do so.

Also, note that task and mesh shaders replace vertex shaders in the graphics pipeline. The output of mesh shaders is going to be consumed by the fragment shader directly.

The following diagram illustrates the differences between the traditional geometry pipeline and the mesh shader pipeline:

Figure 6.4 – The difference between traditional and mesh pipeline

Figure 6.4 – The difference between traditional and mesh pipeline

In this section, we are going to provide an overview of how task and mesh shaders work and then use this information to implement back-face and frustum culling using task shaders.

Both task and mesh shaders use the same execution model of compute shaders, with some minor changes. The output of task shaders is consumed directly by a mesh...

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