I'm trying to understand the geometry shader more. I'm trying to get a point to be drawn into a quad however, nothing is being rendered out. The skybox, the grid, the font system is all being rendered out correctly. I made sure I reset the geometry shader to null pointer. There is no resulting errors in the DX Debug status nor in the program. I made sure i catch anything if a constant buffer, or the vertex buffer or anything failed on me. I don't have it instanced yet but once I get a basic quad rendered using the geometry shader then I will focus getting the instanced part working on.
What I've made was one vertex point in 3D Space. I set up the vertex buffer with default usage, the constant buffer with default usage and so on and so on.
I'm totally stumped at this probably because I'm trying to understand the geometry shader more. The rendering code is like this:
UINT stride, offset;
stride = sizeof(VertexType);
offset = 0;
device->devcon->IASetVertexBuffers(0, 1, &particleVertexBuffer, &stride, &offset);
device->devcon->IASetInputLayout(particle_InputLayout);
cbPerFrame.WVP = world * view * projection;
cbPerFrame.View = view;
cbPerFrame.Projection = projection;
device->devcon->UpdateSubresource(particleConstantBuffer, 0, 0, &cbPerFrame, 0, 0);
device->devcon->VSSetConstantBuffers(0, 1, &particleConstantBuffer);
device->devcon->GSSetConstantBuffers(0, 1, &particleConstantBuffer);
device->devcon->PSSetConstantBuffers(0, 1, &particleConstantBuffer);
device->devcon->PSSetShaderResources(0, 1, &particle_SRV);
device->devcon->PSSetSamplers(0, 1, &device->defaultTextureSamplerState);
device->devcon->VSSetShader(particle_VertexShader, 0, 0);
device->devcon->GSSetShader(particle_GeometryShader, 0, 0);
device->devcon->PSSetShader(particle_PixelShader, 0, 0);
//device->devcon->RSSetState(device->CullNone);
device->devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
device->devcon->Draw(1, 0);
device->devcon->GSSetShader(NULL, 0, 0);
device->devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
Would there be any other reason why the geometry shader wouldn't be outputting a simple quad?