Geometry shaders are certainly a big feature. Another fundamental feature of DX10 was "unlimited" length shader programs which pretty much required a instruction cache in the shaders. Does anyone know if OpenGL ES 3 removes a restriction on shader length?i was curious as to whether the 5xx series PowerVR unified-shader cores were capable of operating as geometry shaders just as they can with pixel and vertex shader operations.......?
from an inexpert outsiders view that would appear to be the biggest architectural hitch, not quite the same as requiring a hardware implementation of a tessellation engine were DX11 the target.