Cross-Vendor Mesh Shading Being Worked On For OpenGL

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  • phoronix
    Administrator
    • Jan 2007
    • 67050

    Cross-Vendor Mesh Shading Being Worked On For OpenGL

    Phoronix: Cross-Vendor Mesh Shading Being Worked On For OpenGL

    While it's very rare in recent times for a new OpenGL extension -- especially one that is exciting -- given the continued great adoption of the modern Vulkan API, in 2025 we are looking at an interesting addition to OpenGL with cross-vendor mesh shading via a proposed GL_EXT_mesh_shader implementation...

    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
  • edxposed
    Senior Member
    • Jan 2023
    • 301

    #2
    Unfortunately, MCRcortex hasn't had time to refactor nvidium lately, so it may remain unavailable to AMD users in the short term.

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    • Daktyl198
      Senior Member
      • Jul 2013
      • 1528

      #3
      Originally posted by edxposed View Post
      Unfortunately, MCRcortex hasn't had time to refactor nvidium lately, so it may remain unavailable to AMD users in the short term.
      Mesh shaders are the superior way to do it, but in the meantime we've got Distant Horizons which works pretty well. I am perfectly content using that until Nvidium gets refactored (if it ever does).

      Comment

      • aviallon
        Senior Member
        • Dec 2022
        • 273

        #4
        Michael the last article (about AUR) lacks a forum entry and redirects to the list of forum entries.

        Comment

        • xcom
          Senior Member
          • Dec 2017
          • 122

          #5
          For >RDNA2 right? Not below.

          Comment

          • kiffmet
            Senior Member
            • Jan 2016
            • 476

            #6
            Out of interest: How does AMD's mesh shader performance look like these days? AFAIK, they're limited in the sense that a single thread may output one vertex or primitive at most, while Nvidia HW can output multiple. I dunno about Intel though.

            Comment

            • Venemo
              Senior Member
              • Dec 2014
              • 480

              #7
              Originally posted by kiffmet View Post
              Out of interest: How does AMD's mesh shader performance look like these days? AFAIK, they're limited in the sense that a single thread may output one vertex or primitive at most
              They changed that in RDNA3; that limitation is mostly gone now. Details here: https://timur.hu/blog/2024/rdna3-mesh-shading

              Originally posted by kiffmet View Post
              Nvidia HW can output multiple. I dunno about Intel though.
              As far as I know, both NVidia and Intel use a shared-memory-like space where they write all output attributes, so they don't suffer from this limitation. Someone who actually works on that HW can correct me if I'm wrong.

              Comment

              • kiffmet
                Senior Member
                • Jan 2016
                • 476

                #8
                Venemo - I missed that blogpost from Timur. Thank you!
                Originally posted by Venemo View Post
                As far as I know, both NVidia and Intel use a shared-memory-like space where they write all output attributes, so they don't suffer from this limitation. Someone who actually works on that HW can correct me if I'm wrong.
                IIRC Nvidia GPUs can directly address a configurable amount of their L1 cache and use that like AMD GPUs use LDS, but it's faster.
                Last edited by kiffmet; 08 January 2025, 04:03 PM.

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                • QwertyChouskie
                  Senior Member
                  • Nov 2017
                  • 635

                  #9
                  Finally, a new SGC post! The chair speaks to us again! 🪑

                  Comment

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