1. A method for providing tessellated primitive data to a geometry shader, the method comprising: computing a set of tessellated vertices and a computed set of connectivity data at a tessellation engine based on an original set of vertices and an original set of connectivity data; generating computed vertex data at a vertex shader based on the original set of vertices and the set of tessellated vertices; receiving the computed set of connectivity data at the geometry shader; requesting, at the geometry shader, a subset of the computed vertex data based on the computed set of connectivity data; and processing primitives defined by the subset of the computed vertex data.