I'm trying to create a program in DirectX-11 that implements several techniques, namely Deferred rendering, Phong Tessellation and Shadow mapping. I have had no problem making phong tessellation and Shadow-Mapping, but that was with Forward Rendering, so now that I am looking into Deferred Rendering, I am a bit confused at how to implement and at what stage to implement these techniques.
What I think is that Phong tessellation will be applied in the Geometry pass, and shadow-mapping in the light pass? I think I understand phong tessellation in geometry pass, but how does one create a depth buffer in the light pass if you don't have the geometry information? And what about Phong lighting? Is that just a post process effect? Thank you in advance if you can shed some more light on how to implement other shading techniques with deferred rendering.