Category Archives: DirectX 11

DirectX11 Geometry Shader with a Structured Buffer

Purpose of the Sample:

This sample demonstrates how to use both a geometry shader and a structured buffer.  In this example, a single point will be uploaded from the CPU to the GPU.  The GPU will expand that single point into a quad composed of two triangles and procedurally assign colors to each new vertex.

CGame.h

CGame.cpp

VertexShader.hlsl

GeometryShader.hlsl

PixelShader.hlsl

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