Geometry Shader Metrics
This section contains metrics pertaining to the geometry shader (GS). The GS fixed function unit is located between the vertex shader and the clipper, and (if enabled) dispatches geometry shader threads to process the input primitives. Application-supplied geometry shaders normally expand each input primitive into several output primitives in order to perform 3D modeling algorithms such as fur/fins.
Certain Microsoft DirectX* functions such as ‘Clear’ may result in nonzero values for metrics that you might not expect. This is because the driver may implement these functions using certain shader types or other hardware features in order to implement these functions in the most efficient manner possible.