hmmm, I'm not so sure.
RDNA 2 is DX12U certified and for that to be true then..
Mesh Shaders are issued in the same manner as compute shaders. They replace the entire pipeline right up to raster. They support meshlets and amplification.
Primitive Shaders (AMD) operate on the compute structure as well. But I don't think they do the meshlets, replace the entire front end pipeline, or support amplification.
Cerny declares the Geometry Engine as a new block of hardware. Within the Geometry engine they support Primitive Shaders. That leads me to believe that Primitive Shaders on PS5 are not Mesh Shaders. From my understanding Mesh Shaders execute identically to compute shaders but on the graphics pipeline. It's not a separate hardware block on the graphics pipeline, if it were I can't find it in the Vega or RDNA whitepapers.
Typically the ACE handles the compute pipeline on Radeon. So for there to be compute like scheduling on the graphics pipeline, I suspect it would be the graphics command processor that would need heavy modification to support Mesh Shaders. Thus we saw AMD making driver changes to support it. They failed on Vega, but succeeded on RDNA. I don't know what additional hardware is required to do it.
I'm not sure what PS5's version of what a Primitive Shader is. PS5 sounds like they built a separate hardware block for geometry processing in particular very fast culling. The end result is 'I dunno'. It sounds like Mesh Shader but I don't think this is AMD's Primitive Shader, or it could be but AMD's primitive shader is not the 100% equivalency of a mesh shader. The patent for Cerny's Geometry/Primitive Shader is here which I believe is what they used.
http://images2.freshpatents.com/pdf/US20180047129A1.pdf