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RenderPipelines

RenderPipelines refers to the sequences of processing steps used by a graphics API to convert scene data into a final image. They encompass graphics pipelines, which handle vertex processing, shading, rasterization, and final pixel output; compute pipelines, which execute general-purpose GPU compute shaders; and specialized pipelines for techniques such as ray tracing. The term appears in game engines and graphics frameworks as both a high-level concept and, in some ecosystems, a concrete API object such as a pipeline state object.

A typical graphics pipeline divides work into programmable shader stages—vertex, geometry, tessellation, and fragment (pixel) shaders—and

Creation and use: pipelines are created ahead of time (sometimes with just-in-time compilation) and are bound

In practice, RenderPipelines underpin real-time rendering in engines such as Unity’s Scriptable Render Pipeline family (including

fixed-function
stages
such
as
input
assembly,
rasterization,
and
the
output
merger.
In
modern
APIs,
a
pipeline
is
defined
by
a
pipeline
state
object
that
includes
shader
programs,
input
layouts,
primitive
topology,
culling,
depth/stencil
and
blending
settings,
viewport
configurations,
and
resource
bindings.
Compute
pipelines
focus
on
one
or
more
compute
shaders
and
do
not
include
rasterization.
to
command
streams
where
resources
(buffers,
textures,
samplers)
are
bound
before
draw
or
dispatch
calls.
Pipeline
objects
enable
the
GPU
to
optimize
execution,
including
shader
specialization,
layout
matching,
and
cache
reuse.
Some
APIs
also
provide
pipeline
caches
to
reduce
load
times.
URP
and
HDRP)
and
Unreal
Engine,
as
well
as
platform
APIs
like
Vulkan,
Direct3D
12,
Metal,
and
ray-tracing
pipelines
(DXR
and
Vulkan
Ray
Tracing).