◄ Wiki / Graphics
geometry shader
A geometry shader is a programmable GPU stage that can take a primitive and emit new primitives from it.
Unlike a vertex or fragment shader that maps one input to one output, a geometry shader receives whole primitives (points, lines, triangles) and can output zero, one, or many — useful for generating extra geometry on the fly. It is optional and historically slow, so drivers advertise support via a capability flag; here that flag was flipped on to signal the feature is available. Turning it 'on' only matters if the underlying implementation genuinely backs it.
See also
- fragment shaderA fragment shader is a small program the GPU runs for every fragment to decide its final color.
- fixed-function tessellatorThe tessellator is a non-programmable GPU stage that subdivides coarse patches into many small triangles.
- gl_PrimitiveIDgl_PrimitiveID is a shader built-in giving the index number of the primitive currently being processed.
Referenced by
fixed-function tessellator · fragment shader · gl_Layer · gl_PrimitiveID / gl_Layer · honesty fork