Point your browser at this page and watch the PDC'05 presentation. Most threads discussing the GS end up quoting/referencing from that slide deck :smile:rwolf said:Can someone describe exactly how they are used in the pipeline? Any good reference material?
Neeyik said:This is just too easy to resist....
1. Open up your favourite web browser.
2. Go to http://www.google.com
3. Type in Geometry Shader or D3D10 Geometry Shader into the search field.
4. Start clicking and reading.
JHoxley said:Just in case Neeyik's suggestion is too difficult and time consuming...
Point your browser at this page and watch the PDC'05 presentation. Most threads discussing the GS end up quoting/referencing from that slide deck :smile:
Jack
MipMap said:I tried to discuss it a few times in different threads but didn't get any bites...
They can.rwolf said:GS can't create polgons right?
Microsoft WFG 2.0 Presentation said:Geometry shader stage
“Sees” entire primitive (3 vertices of triangle)
Can have adjacent vertices too (6 vertices total)
Limited amplification
Extrude edges, expand points, generate shells, …
Per-primitive processing
Generate extra per-primitive constant data for pixel shaders
Constant colors, normals, etc
Compute plane equations, barycentric parameters, etc.
Combine with stream output or arrayed resources
Render to cube map
Render multiple shadow maps
An interesting part of the new attributes that the IA generates as well as the GS's ability to work at the triangle level is that of GPU-selectable properties. It is quite conceivable that most (if not all) of a material system can be executed directly on the GPU. Consider a case where each triangle is given a Primitive ID by the IA which is used by the GS or PS to look up a set of attributes from an array provided as a set of constants that determines how the pixels are finally rendered. Whether this eliminates the need for material-based sorting in the application won't be known until developers get their hands on some real Direct3D 10 hardware – but it definitely opens up the possibilities.
Well the single-pass cube map rendering should be both an interesting quality improvement as well as the obvious performance increase.rwolf said:Looks like shadow maps can be produced with the shader. That should really speed things up.
It's the same thing this line (from the WGF2 list) that I was referring to in my GDNet article about GS's (potentially) being able to do on-the-fly material setup.Generate extra per-primitive constant data for pixel shaders