This talk describes the mesh shader pipeline and how it maps to the AMD RDNA™ 3 architecture. It compares it with the traditional vertex and pixel shader pipeline and the compute pipeline highlighting similarities and differences from both an implementation perspective and a performance perspective. The performance aspects of mesh shaders are discussed and how one can utilize the hardware efficiently when using mesh shaders.
The talk also focuses on the topic of meshlet generation and meshlet compression and how to optimize assets for mesh shaders. The audience should be able to determine whether using mesh shaders will benefit their use case or if the traditional vertex pipeline is preferable. This discussion also explains how to use tools to analyze and debug mesh shaders and will explore a practical example of where mesh shaders might be useful.
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