----- Original Message -----
> Primitive culling in the geometry shader can be faster if emitting
> lots of primitives is a bottleneck, for example rendering to multiple
> viewports. The geometry shader execution is not slow per se. It's the
> stuff around it that makes it slow. (the primitives might need to be
> stored in video memory between shader stages on some hardware)

Yea, that's why I specifically said "pipeline" not "shader".

z
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