− | | (geometry shader only) Sets VTXID and PRIMID for the next EMIT instruction. VTXID is the ID of the vertex about to be emitted within the primitive, while PRIMID is zero if we are just emitting a single vertex and non-zero if are emitting a vertex and primitive simultaneously. Note that the output vertex buffer (which holds 4 vertices) is '''not''' cleared when the primitive is emitted, meaning that vertices from the previous primitive can be reused for the current one. (this is still a working hypothesis and unconfirmed) | + | | (geometry shader only) Sets VTXID, FLAG_WINDING and FLAG_PRIMEMIT for the next EMIT instruction. VTXID is the ID of the vertex about to be emitted within the primitive, while FLAG_PRIMEMIT is zero if we are just emitting a single vertex and non-zero if are emitting a vertex and primitive simultaneously. FLAG_WINDING controls the output primitive's winding. Note that the output vertex buffer (which holds 4 vertices) is '''not''' cleared when the primitive is emitted, meaning that vertices from the previous primitive can be reused for the current one. (this is still a working hypothesis and unconfirmed) |