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A mesh draw becomes its record (the workgroup count, copied on the GPU for an indirect draw), the task dispatch, a scan that lists the mesh workgroups the tasks started, the mesh dispatch, and an instanced indirect draw with a generated vertex stage and the program's fragment stage. The compute modules bind the resources of the task and mesh stages, and their pipelines are made on a thread of their own while the program's draws are skipped. The indirect mesh ring and the texture pool marks are released at a probe's shutdown. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>