22.4. Geometry Shader Primitive Ordering
Limited guarantees are provided for the relative ordering of primitives
produced by a geometry shader.
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For instanced geometry shaders, the output primitives generated from
each input primitive are passed to subsequent pipeline stages using the
invocation number to order the primitives, from least to greatest.
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All output primitives generated from a given input primitive are passed
to subsequent pipeline stages before any output primitives generated
from subsequent input primitives.