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RenderingPipelines

RenderingPipelines refer to the sequence of processing stages used to convert 3D scene data into a 2D image on a render target. They define the flow of data from the application's draw calls through programmable and fixed-function stages inside the GPU, guiding how vertices, fragments, and other resources are transformed into pixels.

A typical graphics rendering pipeline includes input assembly, vertex processing, primitive assembly, optional tessellation, optional geometry

The pipeline is configured by a pipeline state object or equivalent construct, which records the active shaders,

Different graphics APIs implement pipelines with similar concepts. DirectX 12 and Vulkan expose explicit graphics pipelines

RenderingPipelines are central to real-time rendering for games, simulations, and visualization. They influence performance and quality

shading,
rasterization,
fragment
shading,
and
per-fragment
tests
such
as
depth
and
stencil,
followed
by
blending
into
the
frame
buffer.
In
modern
pipelines,
most
of
these
stages
are
programmable
via
shader
programs,
while
some
stages
remain
fixed-function
or
controlled
by
pipeline
state.
input
formats,
primitive
topology,
rasterization
rules,
depth-stencil
state,
blending,
and
render
target
formats.
This
encapsulation
minimizes
state
changes
during
rendering
and
lets
the
GPU
execute
more
efficiently
by
reducing
branching
and
state
validation
overhead.
and
pipeline
state
objects;
Metal
uses
a
comparable
pipeline
model.
In
addition
to
graphics
pipelines,
compute
pipelines
enable
general-purpose
GPU
computation
that
operates
outside
rasterization.
through
shader
workloads,
resource
management,
and
the
manner
in
which
rendering
tasks
are
organized.
Modern
engines
often
employ
render
graphs
and
multiple
render
passes
to
coordinate
several
pipelines
and
targets
within
a
frame.