I just ran into somewhat of a snag trying to send a D3D11_PRIMITIVE_TOPOLOGY_8_CONTROL_POINT_PATCHLIST indiced mesh through a geometry shader stage. Apparently judging by the produced error message, the GS stage needs a geometry specifier preceding the input array. Now, looking those up, it would seem the only valid patch input to the GS is either point (1 vertex), line (2 vertices), triangle (3 vertices), lineadj (2 base and 2 adjacent vertices) or triangleadj (3 normal and 3 base vertices).
Does this mean that the geometry shader can in fact only be used with point, line or triangle topologies? My intent was to produce the final geometry based on sets of control points patches.