I am trying to use PSO extensions with a mesh shader. Those extensions are exposed via NvAPI_D3D12_CreateGraphicsPipelineState. However, there does not appear to be a way to create a mesh shader using that call. Rather, the only way I am aware of to create a mesh shader is to use the standard DirectX CreatePipelineState. Anyone aware of a workaround for this?
You can use the regular CreatePipelineState API for creating your PSO.
Just call SetNvShaderExtnSlotSpaceLocalThread before you make the call. If you have access to UE5 source there’s an example in Engine\Source\Runtime\D3D12RHI\Private\Windows\WindowsD3D12PipelineState.cpp
Awesome, thank you. Did not realize that was an option.
I am closing this topic now as you have got the resolution to your query.
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