3 ms·
> According to Computerbase [4] (DE) primitive shaders are still inactive Yeah, though I think there is some opportunity for primitive shaders to be transparen
by microcolonel 9y ago
> According to Computerbase [4] (DE) primitive shaders are still inactive
Yeah, though I think there is some opportunity for primitive shaders to be transparently extracted from vertex shaders. You could do this by following the operation dependencies back from gl_Position (or equivalent). This might not work in conjunction with geometry shaders though, or perhaps it could with some safety margin.
At least from what I gather about how they're supposed to work, this should be perfectly adequate most of the time, given that the discard semantics are very conservative (backface, off screen, not beneath a sample point, etc.).