DirectX 11, using Tessellation Geometry shader in a single pass Before all, sorry for my poor english ! With DirectX 11, i'm trying to create a random map full with GPU. Using Hull shader stage, I'm managing LOD with tessellation. Using Domain shader stage, I'm generating the map (based on perlin noise). Now my goal, is to compute normals in the geometry shader (normal on vertex). For that, I must use vertex adjency, like geometry is capable of. But here is the problem... For tessellation, my primitives must be D3D11 PRIMITIVE TOPOLOGY 3 CONTROL POINT PATCHLIST. But for geometry shader with 6 vertex (triangle primitive and adjency), I must use D3D11 PRIMITIVE TOPOLOGY TRIANGLELIST ADJ. Think I'm missing something... It must be possible to tessellate and use the results in the geometry shader... However, it's working with 3 points, but I cannot use the 3 others (they are 0.0, 0.0, 0.0).... Thank you in advance for any help )