Add geometry shader support with point -> quad test#1203
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manon-traverse
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May 21, 2026
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Really nice changes! Awesome that we now have geometry shader support :D
bogner
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A few minor comments but otherwise LGTM!
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| else if (Shader.Stage == Stages::Geometry) | ||
| PipelineDesc.GS = std::move(SC); |
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Technically this is unreachable, but given that this is the only thing that could possibly make sense here it's probably fine as is.
MarijnS95
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Once PS is optional on Metal again, this has a thumbs-up from me!
Adds Stages::Geometry, PrimitiveTopology enum and IOBindings::Topology, and a GraphicsPipelineCreateDesc that bundles vertex/geometry/pixel shader containers plus topology, input layout and RT/DS formats. The backends' createPipelineVsPs is replaced by createGraphicsPipeline taking that desc. VK and DX wire an optional geometry stage into the pipeline and pass through PointList topology; Metal has no GS and rejects it at runtime. The new gs_point_to_quad.test expands a single point into a fullscreen quad via a triangle-strip GS. address pr feedback rename to `createTraditionalRasterPipeline`
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| llvm::SmallVector<SpecializationConstant> SpecializationConstants; | ||
| }; | ||
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| struct GraphicsPipelineCreateDesc { |
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| struct GraphicsPipelineCreateDesc { | |
| struct TraditionalRasterPipelineCreateDesc { |
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Add geometry shader support to the engine and introduce
PrimitiveTopologytype.PrimitiveTopologydefaults toTriangleListso that we don't have to specify it in all our existing rasterization tests.Add a new test
Graphics/gs_point_to_quad.testexercising a VS → GS → PS pipeline:Add
GraphicsPipelineCreateDescto keep the pipeline creation function signature tidy.GSandPSwithinGraphicsPipelineCreateDescare optional, but for the time being the backends assert that a PS is set. We can lift that assert once we need a VS-only test.