inherits from both node and mesh shaders. output topology is the only new one
Is your feature request related to a problem? Please describe.
Mesh nodes require support for all the function attributes that node shaders can support as well as output topology which comes from mesh shaders and potentailly (NodeMaxInputRecordsPerGraphEntryRecord)[https://github.com/microsoft/DirectX-Specs/blob/master/d3d/WorkGraphs.md#helping-mesh-nodes-work-better-on-some-hardware]
Describe the solution you'd like
Support most of the node attributes: [NodeLaunch("mode")], [NodeIsProgramEntry], [NodeID("nodeName", arrayIndex=0)],
[NodeLocalRootArgumentsTableIndex(index)], [NumThreads(x,y,z)], [NodeShareInputOf("nodeName", arrayIndex=0)], [NodeDispatchGrid(x,y,z)], [NodeMaxDispatchGrid(x,y,z)]
Exclude [NodeMaxRecursionDepth(count)] as recursion isn't allowed for mesh nodes.
Additionally include outputtopology from mesh shaders. Numthreads is also shared with node shaders and should inherit the 128 thread limit that mesh shaders have
Describe alternatives you've considered
If (NodeMaxInputRecordsPerGraphEntryRecord)[https://github.com/microsoft/DirectX-Specs/blob/master/d3d/WorkGraphs.md#helping-mesh-nodes-work-better-on-some-hardware] proves too contentious, I'll move it to a separate issue to allow the rest to get in.
Additional context
This is a portion of the parent issue #6404
inherits from both node and mesh shaders. output topology is the only new one
Is your feature request related to a problem? Please describe.
Mesh nodes require support for all the function attributes that node shaders can support as well as output topology which comes from mesh shaders and potentailly (NodeMaxInputRecordsPerGraphEntryRecord)[https://github.com/microsoft/DirectX-Specs/blob/master/d3d/WorkGraphs.md#helping-mesh-nodes-work-better-on-some-hardware]
Describe the solution you'd like
Support most of the node attributes: [NodeLaunch("mode")], [NodeIsProgramEntry], [NodeID("nodeName", arrayIndex=0)],
[NodeLocalRootArgumentsTableIndex(index)], [NumThreads(x,y,z)], [NodeShareInputOf("nodeName", arrayIndex=0)], [NodeDispatchGrid(x,y,z)], [NodeMaxDispatchGrid(x,y,z)]
Exclude [NodeMaxRecursionDepth(count)] as recursion isn't allowed for mesh nodes.
Additionally include outputtopology from mesh shaders. Numthreads is also shared with node shaders and should inherit the 128 thread limit that mesh shaders have
Describe alternatives you've considered
If (NodeMaxInputRecordsPerGraphEntryRecord)[https://github.com/microsoft/DirectX-Specs/blob/master/d3d/WorkGraphs.md#helping-mesh-nodes-work-better-on-some-hardware] proves too contentious, I'll move it to a separate issue to allow the rest to get in.
Additional context
This is a portion of the parent issue #6404