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Mesh Shaders and Primitive Shaders: Replacing Fixed-Function Vertex Pipelines: Historical Paradigm Evolution and Next-Gen Architectural Projections

Koti › Forums › Minecraft – Redstone, Shaders & Technical Builds › Mesh Shaders and Primitive Shaders: Replacing Fixed-Function Vertex Pipelines: Historical Paradigm Evolution and Next-Gen Architectural Projections

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  • #117782

    So with Mesh Shaders now standard on RDNA3 and Ada, I’ve been dissecting how we’re effectively retiring the fixed-function vertex + tessellator + geometry stages. The real question for me is practical: when you offload vertex amplification into a mesh workgroup, how are you managing the loss of the tessellator’s built-in interpolation and the geometry shader’s primitive culling? I’ve seen people hit massive load-balancing stalls because a single mesh shader dispatch is doing all the visibility culling on the CPU side instead of streaming draw commands. Are you folks doing frustum/occlusion culling inside the mesh shader itself with atomic counters, or still deferring to the driver to batch instanced draws?

    And how are you handling dynamic LOD transitions without the stutter you get when a?

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    #118830

    The real story people miss is that mesh shaders aren’t just a rebrand of the vertex+geometry pipeline—they fix an actual architectural wart.

    For over a decade the geometry shader was the inefficient stepchild: you’d spawn it per-primitive, it had terrible occupancy, and drivers spent?

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    #121124
    User AvatarBenjamin Cox
    Member

    Mesh Shaders are really the natural endpoint of a conversation that started with the geometry shader becoming a

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