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Geometry shader

Programming På svenska → Updated: 2026-10-25

An optional pipeline stage that operates on whole primitives and can create or discard geometry on its way through the graphics card.

Where the vertex shader sees one vertex at a time, the geometry shader sees a complete primitive — a point, line or triangle — and can emit zero, one or many new primitives. That makes it possible to amplify or delete geometry on the card: expand points into oriented sprites, extrude shadow volumes, generate wireframes or fur.

Introduced with DirectX 10 (2006) and OpenGL 3.2. Its reputation, though, is poor: the unpredictable amount of output sits badly with how GPUs schedule work, and on most hardware the stage becomes a bottleneck. It is therefore avoided in practice and has largely been superseded by compute shaders and mesh shaders.

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