Render State和Draw Call

一、Render State

A render state is kind of a global definition of how meshes are rendered. It contains information like:

渲染状态是一种如何渲染网格的广泛定义。它包含以下信息:

“vertex and pixel shader, texture, material, lighting, transparency, etc. […]

 

Each mesh, which the CPU commands the GPU to draw, will be rendered under these conditions! You can render a stone, a chair or a sword – they all get the same render values assigned (e.g. the material) if you don’t change the render state before rendering the next mesh.

CPU命令GPU绘制的每个网格都将在这些条件下渲染!您可以渲染石头,椅子或剑 - 如果在渲染下一个网格之前不更改渲染状态,它们都会获得相同的渲染值(例如材质)。

二、Draw Call

After the preparation is done, the CPU can finally call the GPU and tell it what to draw. This command is known as: Draw Call.

准备完成后,CPU最终可以调用GPU并告诉它要绘制什么。此命令称为:Draw Call

A draw call is a command to render one mesh. It is given by the CPU. It is received by the GPU. The command only points to a mesh which shall be rendered and doesn’t contain any material information since these are already defined via the render state. The mesh resides at this point in the memory of your graphic card (VRAM).

Draw Call是一个渲染网格的命令。它由CPU发出,并由GPU接收。该命令仅指向将被渲染的网格,并且不包含任何材料信息,因为这些已经通过Render State定义。此时网格位于图形卡(VRAM)的内存中。

After the command is given, the GPU takes the render state values (material, textures, shader, …) and all the vertex data to convert this information via some code magic into (hopefully) beautiful pixels on your screen. This conversion process is also known as Pipeline。

在给出命令之后,GPU获取渲染状态值(材质,纹理,着色器,...)和所有顶点数据,以通过一些代码魔法将此信息转换为(希望)屏幕上的美丽像素此转换过程也称为Pipeline。

以上英文部分来源于https://simonschreibt.de/gat/renderhell-book1/

有关pipeline可以参考https://blog.csdn.net/qq_41631051/article/details/89818321

VRAM

VRAM(Video RAM,影像随机接达记忆器),是显存的一种形式,作为影像绘图卡、显卡所使用的DRAM(内存),属于双埠随机存取内存,可让RAMDAC与影像同时存取。

有关解释来自于百度百科https://baike.baidu.com/item/VRAM/910598?fr=aladdin

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