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OpEmitVertex / OpEndPrimitive
The GPU shader instructions that output a vertex and finish a shape inside a geometry shader.
In SPIR-V (the low-level shader language Vulkan uses), a geometry shader can generate new geometry on the fly: OpEmitVertex pushes out one vertex, and OpEndPrimitive closes off the current strip so the next vertices start a fresh shape. Together they let a shader turn one input primitive into several output ones. They are the emit-and-cut controls of geometry generation.