{"id":12254,"date":"2019-11-19T10:05:57","date_gmt":"2019-11-19T18:05:57","guid":{"rendered":"http:\/\/devblogs.microsoft.com\/vsnews\/?p=12254"},"modified":"2019-11-19T10:05:57","modified_gmt":"2019-11-19T18:05:57","slug":"aa6lzdh","status":"publish","type":"post","link":"https:\/\/devblogs.microsoft.com\/vsnews\/akams-aa6lzdh\/","title":{"rendered":"Coming\u00a0to DirectX 12\u2014 Mesh Shaders and Amplification Shaders:\u00a0Reinventing the\u00a0Geometry Pipeline\u00a0\u00a0"},"content":{"rendered":"<p><span data-contrast=\"auto\">D3D12 <\/span><span data-contrast=\"auto\">is<\/span><span data-contrast=\"auto\">\u00a0add<\/span><span data-contrast=\"auto\">ing<\/span><span data-contrast=\"auto\">\u00a0two new shader stages: the Mesh Shader and the Amplification Shader. These additions will streamline the rendering pipeline, while simultaneously boosting flexibility and efficiency.\u00a0 In\u00a0<\/span><span data-contrast=\"auto\">this\u00a0<\/span><span data-contrast=\"auto\">new and improved pre-rasterization pipeline, Mesh and Amplification Shaders\u00a0<\/span><span data-contrast=\"auto\">will\u00a0<\/span><span data-contrast=\"auto\">optionally<\/span><span data-contrast=\"auto\">\u00a0replace\u00a0<\/span><span data-contrast=\"auto\">the section of the pipeline consisting of\u00a0<\/span><span data-contrast=\"auto\">the Input Assembler<\/span><span data-contrast=\"auto\">\u00a0as well as<\/span><span data-contrast=\"auto\">\u00a0<\/span><span data-contrast=\"auto\">Vertex<\/span><span data-contrast=\"auto\">, Geometry, Domain, and Hull Shaders\u00a0<\/span><span data-contrast=\"auto\">with richer and more\u00a0<\/span><span data-contrast=\"auto\">general purpose<\/span><span data-contrast=\"auto\">\u00a0capabilities<\/span><span data-contrast=\"auto\">.\u00a0<\/span><span data-contrast=\"none\">This is possible through a reimagination of how geometry is processed.<\/span><span data-contrast=\"auto\">\u00a0<\/span><span data-ccp-props=\"{&quot;201341983&quot;:0,&quot;335559738&quot;:40,&quot;335559739&quot;:160,&quot;335559740&quot;:259}\">\u00a0<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>D3D12 is\u00a0adding\u00a0two new shader stages: the Mesh Shader and the Amplification Shader. These additions will streamline the rendering pipeline, while simultaneously boosting flexibility and efficiency.\u00a0 In\u00a0this\u00a0new and improved pre-rasterization pipeline, Mesh and Amplification Shaders\u00a0will\u00a0optionally\u00a0replace\u00a0the section of the pipeline consisting of\u00a0the Input Assembler\u00a0as well as\u00a0Vertex, Geometry, Domain, and Hull Shaders\u00a0with richer and more\u00a0general purpose\u00a0capabilities.\u00a0This is possible [&hellip;]<\/p>\n","protected":false},"author":10760,"featured_media":8227,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[3],"tags":[],"class_list":["post-12254","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-allskus"],"acf":[],"blog_post_summary":"<p>D3D12 is\u00a0adding\u00a0two new shader stages: the Mesh Shader and the Amplification Shader. These additions will streamline the rendering pipeline, while simultaneously boosting flexibility and efficiency.\u00a0 In\u00a0this\u00a0new and improved pre-rasterization pipeline, Mesh and Amplification Shaders\u00a0will\u00a0optionally\u00a0replace\u00a0the section of the pipeline consisting of\u00a0the Input Assembler\u00a0as well as\u00a0Vertex, Geometry, Domain, and Hull Shaders\u00a0with richer and more\u00a0general purpose\u00a0capabilities.\u00a0This is possible [&hellip;]<\/p>\n","_links":{"self":[{"href":"https:\/\/devblogs.microsoft.com\/vsnews\/wp-json\/wp\/v2\/posts\/12254","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/devblogs.microsoft.com\/vsnews\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/devblogs.microsoft.com\/vsnews\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/vsnews\/wp-json\/wp\/v2\/users\/10760"}],"replies":[{"embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/vsnews\/wp-json\/wp\/v2\/comments?post=12254"}],"version-history":[{"count":0,"href":"https:\/\/devblogs.microsoft.com\/vsnews\/wp-json\/wp\/v2\/posts\/12254\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/vsnews\/wp-json\/wp\/v2\/media\/8227"}],"wp:attachment":[{"href":"https:\/\/devblogs.microsoft.com\/vsnews\/wp-json\/wp\/v2\/media?parent=12254"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/vsnews\/wp-json\/wp\/v2\/categories?post=12254"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/vsnews\/wp-json\/wp\/v2\/tags?post=12254"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}