Lines Matching refs:geometry
5 [[geometry]] anchor
8 The geometry shader operates on a group of vertices and their associated
12 Geometry shading is enabled when a geometry shader is included in the
16 [[geometry-input]]
19 Each geometry shader invocation has access to all vertices in the primitive
23 The input primitive type expected by the geometry shader is specified with
24 an code:OpExecutionMode instruction in the geometry shader, and must: match
80 [[geometry-output]]
83 A geometry shader generates primitives in one of three output modes: points,
88 Each geometry shader must: include exactly one output primitive mode.
90 The vertices output by the geometry shader are assembled into points, lines,
93 If the number of vertices emitted by the geometry shader is not sufficient
96 The number of vertices output by the geometry shader is limited to a maximum
101 and the maximum number of vertices that will be produced by the geometry
103 Each geometry shader must: specify a maximum output vertex count.
106 [[geometry-invocations]]
116 In this mode, the geometry shader will execute at least [eq]#n# times for
123 [[geometry-ordering]]
127 produced by a geometry shader, as they pertain to <<drawing-primitive-order,
130 * For instanced geometry shaders, the output primitives generated from
139 [[geometry-passthrough]]
142 A geometry shader that uses the code:PassthroughNV decoration on a variable
143 in its input interface is considered a _passthrough geometry shader_.
144 Output primitives in a passthrough geometry shader must: have the same
151 Any built-in or user-defined geometry shader outputs are considered
152 per-primitive in a passthrough geometry shader, where a single output value
157 passthrough geometry shaders.
160 [[geometry-passthrough-passthrough]]
163 Decorating a geometry shader input variable with the code:PassthroughNV
167 decoration are consumed by the geometry shader without being passed through
170 The code:PassthroughNV decoration must: only be used within a geometry
189 [[geometry-passthrough-interface]]
192 When a passthrough geometry shader is in use, the
194 geometry shader input and output interfaces operate as described in this
197 For the purposes of matching passthrough geometry shader inputs with outputs
201 For the purposes of matching the outputs of the geometry shader with
224 these declarations are not available to geometry shader code or listed in
227 For the purposes of component counting, passthrough geometry shaders count
230 values will be copied to the output primitive produced by the geometry