DirectX11 中的渲染路径

  1. Input Assembler: In this stage we set the geometry we are going to render along with the necessary information Direct3D needs to perform the task.
  2. Vertex Shader:A vertex shader alwasy takes a single vertex as input and  outputs a single vetex.This vertex data was supplied by the data set using the input assembler. 顶多着色通常接受一个单一顶点数据,并输出一个单一的顶点数据。
  3. Geometry shader(GS):可选的shader阶段。几何着色器操纵整个几何图形,比如三角面。而顶点着色器只操纵这些几何图元上的单个顶点。
  4. Rasterizer 光栅化: 通过剪裁和遮罩确定哪些像素能够被渲染;设置像素着色器,并决定像素着色器如何被执行。
  5. pixel shader stage: 像素着色器阶段,The output of the pixel shader is a single color value that will be used by the final state bo build the final image displayed to the screen.The input to the pixel shader is technically interpolated data.
  6. Output merge (OM) statge.is where it all comes together.The OM takes al l of the output pieces form the other statges of the pipeline and builds up the final image to send to the screen .

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