Geometry Shaders
Geometry shaders are a programmable stage in the DirectX graphics pipeline that operates on entire primitives (points, lines, triangles) after they have been processed by the vertex shader. Unlike vertex shaders, which process individual vertices, geometry shaders can take one or more vertices as input and generate new primitives or discard existing ones. This capability allows for dynamic generation of geometry, complex tessellation, and advanced visual effects directly on the GPU.
When to Use Geometry Shaders
Geometry shaders are particularly useful for scenarios such as:
- Generating geometry dynamically: Creating procedural geometry like billboards, fur strands, or particle systems.
- Tessellation: Subdividing existing primitives into smaller ones to add detail.
- Exploding effects: Creating visual effects where objects break apart or expand.
- Rendering multiple views: Generating different views of a scene (e.g., for stereoscopic rendering).
- Instancing: While often handled by other techniques, geometry shaders can also be used for certain instancing scenarios.
Input and Output Primitives
A geometry shader is defined to accept a specific type of input primitive (e.g., point, line, triangle) and can output one or more primitives of a specific type. The shader code determines how many vertices are emitted for each input primitive and what type of primitive they form.
Input Structure
The input to a geometry shader typically consists of a stream of vertices. Each vertex contains the data that has passed through the vertex shader, such as position, texture coordinates, normals, and any custom vertex attributes.
struct VS_OUTPUT {
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float3 Normal : NORMAL0;
};
Output Structure
The output from a geometry shader is a stream of vertices that form new primitives. The shader must explicitly emit vertices and specify the primitive type (e.g., using the `Append` and `RestartStrip` functions for line strips and triangle strips).
struct GS_OUTPUT {
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float3 Normal : NORMAL0;
};
Geometry Shader Example (Generating Billboards)
This example demonstrates a simple geometry shader that takes a single point from the vertex shader and expands it into a quad (billboard) facing the camera.
struct VS_OUTPUT {
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
};
struct GS_OUTPUT {
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
};
[maxvertexcount(4)]
void GS_Billboard(point VS_OUTPUT input[1], inout PrimitiveStream output) {
// Assume camera is at (0,0,0) and facing positive Z for simplicity
// In a real scenario, you'd use view matrix to determine billboard orientation
float2 texCoord = input[0].TexCoord;
float screenPosZ = input[0].Position.z; // Depth from vertex shader
// Define the four corners of the quad in screen space relative to the input point
GS_OUTPUT v;
// Top-left
v.Position = float4(input[0].Position.x - 0.1f, input[0].Position.y + 0.1f, screenPosZ, 1.0f);
v.TexCoord = float2(0.0f, 0.0f);
output.Append(v);
// Top-right
v.Position = float4(input[0].Position.x + 0.1f, input[0].Position.y + 0.1f, screenPosZ, 1.0f);
v.TexCoord = float2(1.0f, 0.0f);
output.Append(v);
// Bottom-left
v.Position = float4(input[0].Position.x - 0.1f, input[0].Position.y - 0.1f, screenPosZ, 1.0f);
v.TexCoord = float2(0.0f, 1.0f);
output.Append(v);
// Bottom-right
v.Position = float4(input[0].Position.x + 0.1f, input[0].Position.y - 0.1f, screenPosZ, 1.0f);
v.TexCoord = float2(1.0f, 1.0f);
output.Append(v);
output.RestartStrip(); // Indicate the end of this primitive
}
Performance Considerations
While powerful, geometry shaders can introduce performance overhead. They process entire primitives and can generate a variable number of output primitives, which can make predicting performance challenging for the GPU. It's crucial to use geometry shaders judiciously and profile their impact on your application's frame rate. In many cases, techniques like instancing or compute shaders might offer more efficient alternatives for certain tasks.
Explore Geometry Shader API Reference