Is primitive processor strong enough for automatic generation of shadow volume cones? The problem I see is that source polys should go only to depth while volume to both depth and stencil.
Anyone can provide a sample primitive program that would handle this task?
If it was posible to write data to the memory from a vertex shader that could be later accessed by another vertex shader such functionality could be implemented. And such shaders should not be called vertex shaders (maybe primitive shaders?). And maybe instead of being written to memory the data from a primitive shader can be fed directly to a vertex shader (or another primitive shader). With this functionality you can implement subdivision surfaces, custom tessalators, physics on the GPU, cloth, complex particle effects and a lot more.