I have recently come across a technique implemented by NVIDIA to generate the mesh of an implicit surface via geometry shaders.
Given their implementation, they seem to assume that two different geometry shaders executed on the same data will stream out their result in the same order.
Is there any kind of official definition that specifies whether there is a connection between input-order and output-order when executing geometry shaders?
In the given scenario, each geometry shader execution (of either shader) generates exactly one out-vertex from one in-vertex, No conditions.
Knowing whether this was vendor-specific or actually specified somewhere would help me a great deal