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DX11:GEOMETRYSHADER

Represents a geometry shader.
Geometry shaders operate in-between the vertex and pixel shader; they take input from the vertex shader (or the domain shader if you use that) and
create the output to the pixel shader; that is to say none of the output from the vertex / domain shader gets there unless you forward it
from the geometry shader stage (assuming of course that your current shader technique uses a geometry shader, otherwise the
data will go straight from the vertex / domain to the pixel shader as usual). As such the geometry shader can be used to either add or remove vertex data.
The output from the vertex shader does furthermore not have to match the output format of the geometry shader (the latter should match the input
of the next shader stage though, which will always be the pixel shader in the case of the geometry shader).
As suggested above geometry shaders are optional; you can remove the geometry shader from a shader technique by setting it to nullptr (0).

    DX11 LOAD GEOMETRY SHADER : Return Dword = DX11 LOAD GEOMETRY SHADER(fileName, functionName, profile)

    DX11 DELETE GEOMETRY SHADER : DX11 DELETE GEOMETRY SHADER shader

    DX11 GEOMETRY SHADER EXISTS : Return Boolean = DX11 GEOMETRY SHADER EXISTS(shader)