Mesh Shader pipeline overview
How the Mesh Shader pipeline replaces the input assembler with programmable Amplification and Mesh stages for scalable geometry on XBOX Series X|S.
RTX Turing and AMD RDNA 2.0 GPUs introduce a new geometry-processing pipeline. This pipeline consists of two new programmable shader stages - the Amplification Shader and Mesh Shader - and doesn’t use the input assembler and tessellator hardware. Both stages are compute-like, exposing threadgroups and using generated thread IDs as the only supplied inputs, but also provide functionality pertinent to submitting geometry processing.
This new paradigm has the effect of offloading the index/vertex fetches to programmable shaders, allowing them to scale with GPU core count and memory bandwidth. This side-steps a growing bottleneck of the input assembler and facilitates launching work into the GPU at an improved and consistent rate. It also provides an interface for early culling of geometry at several granularities, down to the per-primitive level, in a pipelined way with onchip memory.
Figure 1. The stages of the Mesh Shader pipeline. Green-tinted stages are programmable. Blue-tinted stages are fixed-function.
Last modified on August 20, 2026
