Hello all,
I have recently been wondering about the rendering pipeline, and I am hoping somebody could help clarify some things to me.
My understanding is that in general, vertices are procssed by the vetex shader, then are rasterized into fragments, which are then processed by the fragment shader, and finally all fragments are converted into pixels in the frame buffer. I know I am skipping some steps here ( geometry shaders, clipping, etc. ), but if I have gotten anything completely wrong there, please let me know.
My question though, is at what point does the GPU stop working on one stage and then move on to the next? For example, does the GPU immediately begin rasterizing a triangle the moment it has three vertices fully processed, or does it finish processing the entire mesh and THEN begin rasterizing? Similarly, does the GPU start running the fragment shader on each fragment as soon as it is generated by rasterization, or does it create a batch of fragments and then shade the whole set?
Thanks much for any advice!
Graphics Pipeline Stages
Started by jujumbura, Oct 18 2012 01:00 PM
2 replies to this topic
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Posted 18 October 2012 - 01:04 PM
This might be able to answer some of your questions:
http://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/
http://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/
#3 Members - Reputation: 151
Posted 19 October 2012 - 07:38 AM
The above link will certainly answer your question, but the short form is:
- My question though, is at what point does the GPU stop working on one stage and then move on to the next?
- For example, does the GPU immediately begin rasterizing a triangle the moment it has three vertices fully processed, or does it finish processing the entire mesh and THEN begin rasterizing?
- Similarly, does the GPU start running the fragment shader on each fragment as soon as it is generated by rasterization, or does it create a batch of fragments and then shade the whole set?






