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Grafikpipelines

Grafikpipelines, often referred to as graphics pipelines, describe the sequence of processing steps that convert 3D scene data into a 2D image on the screen. They are a central concept in modern GPU architectures and can work alongside compute pipelines for non-graphics tasks. A graphics pipeline combines programmable shader stages with fixed-function operations and is usually configured through a pipeline state object in many graphics APIs.

The typical stages include: input assembler, which gathers vertex data from buffers according to an input layout;

APIs expose pipelines as configurations that combine shader programs, fixed-function state, and resource bindings. The graphics

vertex
shader,
which
processes
each
vertex
(transformations,
per-vertex
lighting,
etc.);
optional
tessellation
stages
(hull
and
domain
shaders)
that
subdivide
geometry
for
higher
detail;
optional
geometry
shader,
which
can
generate
or
modify
primitives;
rasterizer,
which
converts
primitives
into
fragments
and
handles
interpolation;
fragment
(pixel)
shader,
which
computes
final
color
and
per-fragment
effects
(textures,
lighting,
etc.);
and
the
output-merger
or
blending
stage,
which
applies
depth,
stencil
tests
and
writes
to
the
framebuffer.
Some
pipelines
also
perform
post-processing
via
compute
shaders
or
full-screen
passes.
pipeline
contrasts
with
the
compute
pipeline,
which
relies
on
compute
shaders
for
general-purpose
processing.
Performance
hinges
on
parallel
execution
of
many
vertices
and
fragments,
memory
bandwidth,
and
data
locality,
with
pipeline
objects
facilitating
compilation,
validation,
and
efficient
state
management.