I'm looking at getting a program written for DirectX11 to play nice on DirectX10. To do that, I need to compile the shaders for model 4, not 5. Right now the only problem with that is that the geometry shaders use instancing which is unsupported by 4. The general model is
[instance(NUM_INSTANCES)]
void Gs(..., in uint instanceId : SV_GSInstanceID) { }
I can't seem to find many documents on why this exists, because my thought is: can't I just replace this with a loop from instanceId=0 to instanceId=NUM_INSTANCES-1?
The answer seems to be no, as it doesn't seems to output correctly, but besides my exact problem - can you help me understand why the concept of instancing exists. Is there some implication on the entire pipeline that instancing has beyond simply calling the main function twice with a different index?