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    Mesh shaders fundamentally restructure how geometry flows through the pipeline by collapsing the old vertex shader → primitive assembly → tessellation chain into a data-parallel compute-like model. Instead of the fixed-function assembler stitching vertex shader outputs into triangles, you now have a task shader that dispatches work in parallel and a mesh shader that emits vertices and primitives directly into shared local memory (SLM), then writes an index buffer the fixed-function rasterizer consumes afterward. The key insight is that this removes the artificial per-vertex serialization: a mesh shader workgroup can share vertex data across invocations, recompute only what changes, and emit an arbitrary number of primitives with dynamic

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