> ## Documentation Index
> Fetch the complete documentation index at: https://docs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Mesh shaders e meshlets no XBOX Series X|S

> Guias sobre o pipeline de mesh shader do Direct3D 12 nos consoles XBOX Series X|S, abordando o design da API, meshlets, culling de meshlets e comportamento específico do Scarlett.

Explore tópicos de ms para o desenvolvimento de jogos para XBOX.

> [card] [API do pipeline de mesh shader](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/ms/ms-api-design.md)
>
> Para ver exemplos de uso dessas APIs, consulte Uso do pipeline de Mesh Shader.

> [card] [Exemplo de culling de meshlets](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/ms/ms-meshlet-culling.md)
>
> Recomendamos que você leia primeiro o tópico Meshlets.

> [card] [Meshlets](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/ms/ms-meshlet-render.md)
>
> Um meshlet é simplesmente um subconjunto de uma malha: um número fixo de primitivos e vértices.



> [card] [Pipeline de mesh shader](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/ms/ms-overview.md)
>
> As GPUs RTX Turing e AMD RDNA 2.0 introduzem um novo pipeline de processamento de geometria.

> [card] [Mesh shaders no XBOX series x|s](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/ms/ms-scarlett.md)
>
> A família de consoles XBOX Series X|S oferece suporte ao pipeline de Mesh Shader conforme descrito na especificação do Direct3D 12.

> [card] [Uso do pipeline de mesh shader](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/ms/ms-usage.md)
>
> Usar o pipeline de Mesh Shader no Direct3D 12 se resume às seguintes etapas conhecidas.

> [card] [Por que mesh shaders?](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/ms/ms-why.md)
>
> Nos últimos 20 anos, o pipeline gráfico evoluiu até chegar ao seu estado atual conhecido.

## Consulte também

* [Raytracing](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/raytracing/index.md)
* [Sfs](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/sfs/index.md)
* [Vrs](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/vrs/index.md)
* [Xbtc](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/xbtc/index.md)


## Related topics

- [D3D12_MESH_SHADER_TIER (consoles XBOX Series)](https://docs.xbox.com/pt-BR/reference/graphics/d3d12_xs/enums/d3d12_mesh_shader_tier_xs.md)
- [Meshlets](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/ms/ms-meshlet-render.md)
- [Exemplo de culling de meshlets](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/ms/ms-meshlet-culling.md)
- [Visão geral do pipeline de Mesh Shader](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/ms/ms-overview.md)
- [Por que usar Mesh Shaders?](https://docs.xbox.com/pt-BR/build/core-features/graphics/newfeatures/ms/ms-why.md)
