Graphics Reference
In-Depth Information
-igure 3.36. The various primitive arrangements that are available to be received by the geometry shader.
Number of
Number of
Vertices
Keyword
Keyword
Primitive Type
Primitive Type
,, .
Vertex Ordering
Vertex Ordering
} V
1
Vertices
point
point
point list
point list
1
1
[VO]
[V0]
line
line
line list, line strip
line list, line strip
2
2
[VO.Vl]
[V0,V1]
triangle
triangle list, triangle strip
3
3
[V0,V1,V2]
[V0,V1,V2]
triangle
triangle list, triangle strip
lineadj
lmeadj
line list w/adj., line strip w/adj.
line list w/adj., line strip w/adj.
4
4
[A0,V0,V1,A1]
[A0,V0,V1,A1]
triangleadj
triangleadj
triangle list w/adj., triangle strip w/adj.
triangle list w/adj., triangle strip w/adj.
6
6
[V0,A0,V1,A1,V2,A2]
[V0,A0,V1,A1,V2,A2]
Table 3.1. A table for determining how to evaluate the geometry shader input vertex stream.
With the primitive information available to it, the geometry shader program can
inspect the geometry, perform visibility tests, or calculate high-level information for the
primitive as a whole. There are two different possible pipeline configurations that can send
primitive data to the geometry shader stage. If tessellation is inactive (the hull and domain
shader programs are set to NULL), the input vertices are received directly from the vertex
shader, with the primitive connectivity specified by the input assembler. In this case, the
primitive topology can be any of the primitive topologies that the input assembler can
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