January 12, 2011 18 Comments
This tutorial is going to cover the basics of using the geometry shader stage present in DX10+. The geometry stage is extremely useful for rendering sprites, billboards and particles systems. This is the first part of a three part series which will cover geometry shaders, billboards and particles systems.
The Geometry Shader
The geometry shader stage was introduced in DX10 and people initially assumed that it would be useful for tessellation purpose (which is true) but it’s more useful for use with particles systems and sprite rendering. The geometry stage sits between the vertex and pixel shader stages and its primary use is creating new primitives from existing ones.
Just to recap, vertices are sent to the vertex shader within a vertex buffer that is stored on the GPU. A draw call issued to the API, sends a vertex buffer down the pipeline. Each vertex first enters the vertex shader where it is transformed as necessary, and its vertex data is modified (if necessary). Once vertices have been processed and outputted by the vertex shader, they get combined into primitives during the primitive setup stage of the API. The type of primitive created from the vertices sent through the vertex buffer depends on the primitive topology set (points, lines and triangles). Normally, once a primitive is constructed, it moves on to the screen mapping and fragment generation (convert triangle to pixels) stages before reaching the pixel shader stage and finally being drawn to the screen. Read more of this post