I have a feeling that you might not know what the term "GPU driven" truly entails. It has nothing to do with tessellation or geometry. It's a very abstract concept about the "absence of a CPU-GPU feedback system" in rendering. With indirect rendering APIs, we evolved from elementary indirect APIs like
draw/
dispatch indirect (GPU generated commands for shader dispatches) to
ExecuteIndirect (GPU generated commands to change shader input bindings) and finally
Work Graphs (nested parallelism/forward progress w/ persistent threads) especially w/ the mesh nodes extension (GPU generated commands for PSO swapping)!
it's specifically about having NO CPU intervention for generating rendering command ...