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mesh-node-missing-output-topology

Status: stub. The full-length analysis is queued for a v1.0.x patch release per ADR 0018, section 5, criterion #6. The companion rule page at docs/rules/mesh-node-missing-output-topology.md contains the canonical detection logic + GPU reasoning.

TL;DR

[outputtopology] tells the rasterizer how to interpret the index buffer the mesh shader emits — "triangle" means three indices per primitive, "line" means two. The preview Mesh Nodes spec inherits this attribute requirement directly from the standalone mesh-shader spec; the rasterizer wiring is the same on every IHV (Ada / RDNA 3 / Xe-HPG). Without the attribute, the runtime cannot wire the mesh node to the rasterizer because it doesn't know which primitive-assembly path to use.

What the rule fires on

A mesh node (function annotated [NodeLaunch("mesh")]) that lacks the [outputtopology(...)] attribute or that has it set to a value other than "triangle" / "line" (the values supported by the preview specification). Slang reflection identifies the node-launch kind; the rule walks the function attributes and fires on absence or invalid value.

See the What it detects section of the rule page for the full pattern definition.

Why it matters

The full GPU-mechanism analysis lives in the Why it matters on a GPU section of the companion rule page.

Examples

The bad / good code snippets are kept canonical on the rule page; see mesh-node-missing-output-topology.md -> Examples.

See also


This is a v1.0-ship stub. Full analysis pending; track issue link TBD.

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