Using Mesh Shaders for Professional Graphics

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Mesh shaders were introduced with the Turing architecture and are shipping with Ampere as well. In this post, I offer a detailed look over mesh shader experiences for these hardware architectures so far. The context of these results was primarily CAD and DCC viewport or VR-centric. However, some of it may be applicable to games…

One more thing to add, while the blog shows mostly GLSL in the context of OpenGL and Vulkan, the tips do apply to DirectX 12 Ultimate as well. The main difference is that in DirectX one would use shared memory for primitive culling and then allocate the mesh via SetMeshOutputCounts and do the write out after that.

If you have any questions or comments, let us know.