This question is when using DirectX 11.
I have a bunch of geometry that is in the form of triangle lists. I can render them with just a vertex shader and a pixel shader without issues.
If I add a hull shader, a domain shader and a geometry shader to the pipeline (compile the shaders and bind them to the render context) the triangles still render however I don't believe my hull shader or domain shader or geometry shader are being called.
So my question is, will the hull shader, domain shader and geometry shader be called if the primitive type is a triangle list? I've only found examples of tessellation using control point patch lists. Does tessellation work with triangle lists?