everybody.
I have few questions:
- Are vertex shaders run once for each vertex, or once per vertex per primitive (i.e. three times the number of primitives)?
- How are these shaders mapped to GPU's kernels: one shader per kernel, or one primitive per kernel (still for the vertex shaders)?
- If there is just one shader call per vertex, mapped to one kernel, how does the GPU keeps track with vertices/primitives dependencies? (Primitives may share some vertices ; keeping track of these dependencies – on a per-vertex base – is really costly. I can't believe the GPU does so…)
Thanks in advance for your replies.