microsoft / microsoft/DirectXShaderCompiler
How to get thread group size and output primitive topology in MeshShader?
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Nobody has claimed this yet.
enhancement
reflection
- Dominant language
- C++
- Stars
- 3.7k
- Forks
- 900
- Avg merge
- 2d 11h
- Merged PRs (30d)
- 44
Description
I tried ID3D12ShaderReflection::GetThreadGroupSize, but got 0, 0, 0 all the time
And I can't find the primitive topology output for mesh shader
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by investigating ID3D12ShaderReflection::GetThreadGroupSize for mesh shaders and how primitive-topology metadata is represented in the compiler's reflection output. Search the existing reflection implementation and tests for mesh-shader coverage; done means the supported way to obtain both values is established or the missing behavior is clearly identified.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- compilers
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100