I think there's serious confusion about what an API is. The whole point of the API is to standardize writing the application so it can ran on a wide variety of hardware that is different. Mesh Shaders are written at the application level, the gpu driver supports the API and takes the shader and compiles it into something the hardware can run. There is no explicit section of the gpu for running mesh shaders. Mesh Shaders is not a fixed function hardware block. It's a general compute approach to geometry. The RDNA1 ISA is likely missing a few instructions that would be required to make Mesh Shaders work as defined by the APIs. Now RDNA2 has those instructions which allows it to support the API, though there seem to be some things about how RDNA2 schedules work that might not make their implementation ideal. Can't remember exactly, and don't feel like looking for the link. Now that there's a standardized API, AMD will likely target making changes to the instruction set and scheduler to try to optimize mesh shader support, but don't forget it's not fixed function hardware that runs mesh shaders. It's general purpose compute with an API.
Correct. I have no confusion around this.
How the scheduler runs and the differences between memory sharing and how the compute and graphics queue can signal each other is how mesh and task shaders work.
If the instructions doesn’t exist for it, then one in theory could make it. But if any hardware is required to support the instruction call, even something as small as having a larger instruction cache to fit it all in, unless those modifications occur I can’t see it working.
I don’t really want to get into the whole is ps5 rdna 2 bit. It will derail this thread for sure but These are semi custom solutions not full custom. To me PS5 has always been a Navi10 taking on some Navi20 features. And XSX is a Navi21 taking on Navi10 features.
Cerny presented the Primitive Shader, the Geometry Engine. If they had task shaders I’m positive it would have been announced there as well - and yet all through development and even today we’ve never once heard of it. Just seems implausible that all this time Sony first party and multi-platform have been sleeping on Mesh and task shaders - and instead opting for their own compute based solutions which we know would run on all platforms.
As easy as it is to map mesh shaders to primitive shaders, then is should be just as easy to map amplifications shaders to task shaders on ps5. And I’ve not heard or seen it. No one talks about task shaders.
I’m more than happy to change my stance on this 3-5 years from now when more games are on mesh shaders and we hear more news about implementation. But we will need to wait for GDC for this. If it ever comes, and I’m certainly open to it - but I’ve not yet seen convincing evidence that it exists.