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Mesh/Task Shader Queries Land For RADV With RDNA2, RDNA3 Support On The Way

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  • Mesh/Task Shader Queries Land For RADV With RDNA2, RDNA3 Support On The Way

    Phoronix: Mesh/Task Shader Queries Land For RADV With RDNA2, RDNA3 Support On The Way

    Thanks to prolific RADV driver developer Samuel Pitoiset of Valve's Linux graphics team, mesh/task shader queries have landed for GFX10.3 (RDNA2) with the in-development Mesa 24.0 while support for GFX11 (RDNA3) graphics cards is on the way...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite

  • #2
    What's this useful for?

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    • #3
      Originally posted by timofonic View Post
      What's this useful for?
      Night fishing. You drop a submersible task shader sensor into the ocean, shine a bright light on it, and when enough fish block enough light to shade the sensor it sends out a signal to quick launch a mesh net to capture the fish.

      Why do you think their GPU code names follow the $COLOR $FISH formula?

      Different colors produce different kinds of shades to capture different kinds of fish.
      Last edited by skeevy420; 27 November 2023, 12:52 PM.

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      • #4
        Originally posted by skeevy420 View Post

        Night fishing.
        If you have to spend too much time trying to come up with the "joke," it's a clue that it's not funny.

        This is funny:

        My mom, like you, is a complete social retard. She got shit-canned from a temp job at the local highschool for telling a joke about a terrorist with an explosive vest at a highschool. It was a long, lame-ass joke and there was plenty of lead-up time for her to figure out in advance exactly WTF she was doing.

        We reap what we sow.






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        • #5
          Originally posted by skeevy420 View Post

          Night fishing. You drop a submersible task shader sensor into the ocean, shine a bright light on it, and when enough fish block enough light to shading the sensor it sends out a signal to quick launch a mesh net to capture the fish.

          Why do you think their GPU code names follow the $COLOR $FISH formula?

          Different colors produce different kinds of shades to capture different kinds of fish.
          Okay, I've seen everything

          Comment


          • #6
            Originally posted by timofonic View Post
            What's this useful for?

            Nvidia has a really good explanation for why and how about mesh shaders.

            Turing introduces a new programmable geometric shading pipeline, mesh shaders,, enabling threads to cooperatively generate compact meshes on the chip.


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            • #7
              Originally posted by dlq84 View Post


              Nvidia has a really good explanation for why and how about mesh shaders.

              Turing introduces a new programmable geometric shading pipeline, mesh shaders,, enabling threads to cooperatively generate compact meshes on the chip.

              Why "Turing"?

              It seems non-NVIDIA architectures are at disadvantage, maybe Intel less than AMD.

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              • #8
                Originally posted by timofonic View Post

                Why "Turing"?

                It seems non-NVIDIA architectures are at disadvantage, maybe Intel less than AMD.
                What do you mean "why Turing"? It's just a code name for that GPU... Completely irrelevant to mesh shaders.

                And Nvidia forefronting the standard doesn't mean other brands can't be good at it.

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                • #9
                  Originally posted by dlq84 View Post

                  What do you mean "why Turing"? It's just a code name for that GPU... Completely irrelevant to mesh shaders.

                  And Nvidia forefronting the standard doesn't mean other brands can't be good at it.
                  Weren’t mesh shaders pushed hard by Microsoft for DX12 Ultimate?

                  So: I think perhaps there is some questioning about why Nvidia had the first and most “solid” implementation, whereas RDNA2/3 and Intel Xe/Gen 12 and Arc/Alchemist lagged along later to the party.

                  Perhaps the answer is “marketing bucks” - or it’s just that NVIDIA has more R&D cash to make these twizzler shaders.

                  Comment


                  • #10
                    Originally posted by Eirikr1848 View Post

                    Weren’t mesh shaders pushed hard by Microsoft for DX12 Ultimate?

                    So: I think perhaps there is some questioning about why Nvidia had the first and most “solid” implementation, whereas RDNA2/3 and Intel Xe/Gen 12 and Arc/Alchemist lagged along later to the party.

                    Perhaps the answer is “marketing bucks” - or it’s just that NVIDIA has more R&D cash to make these twizzler shaders.
                    It was NVidia's idea, and MS ran with it. That happens all the time - most of the stuff in DirectX is coming from the 3 hardware vendors, originally, and MS is figuring out what they like and want to promote.

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