Mesh and task shaders (amplification shaders in D3D jargon) are a new way to process geometry in 3D applications. First proposed by NVidia in 2018 and initially available in the “Turing” series, they are now supported on RDNA2 GPUs and are part of the D3D12 API. There is also an extension in Vulkan (and a vendor-specific one in OpenGL). This post is about what mesh shadig is and next time I’m going to talk about how mesh/task shaders are implemented on the driver side.