Summary
In this chapter, you have read about the two tessellation shader stages, the fixed-function tessellation engine, and the way they interact. You have also read about geometry shaders and have seen how both the tessellator and the geometry shader can be used to change the amount of data in the OpenGL pipeline. You have also seen some of the additional functionality in OpenGL that can be accessed using tessellation and geometry shaders. You have seen how, conceptually, tessellation shaders and geometry shaders process vertices in groups — in the case of tessellation shaders, those groups forming patches, and in the case of geometry shaders, those groups forming traditional primitives such as lines and triangles. You’ve seen the special adjacency primitive types accessible to geometry shaders. After the geometry shader ends, primitives are eventually sent to the rasterizer and then to per-fragment operations, which will be the subject of the next chapter.