Per-Sample Processing: Difference between revisions
Jump to navigation
Jump to search
Adding missing main links. |
Pipeline page link. |
||
Line 1: | Line 1: | ||
{{pipeline float}} | |||
'''Per-Sample Processing''' is a stage of the [[Rendering Pipeline Overview|OpenGL rendering pipeline]], where fragment data output from a [[Fragment Shader]] is processed and written to various buffers. There are a number of operations that are performed in the order below. | '''Per-Sample Processing''' is a stage of the [[Rendering Pipeline Overview|OpenGL rendering pipeline]], where fragment data output from a [[Fragment Shader]] is processed and written to various buffers. There are a number of operations that are performed in the order below. | ||
Revision as of 05:46, 4 October 2012
OpenGL Rendering Pipeline
- Vertex Specification
- Vertex Processing
- Vertex Post-Processing
- Primitive Assembly
- Rasterization
- Fragment Shader
- Per-Sample Processing
Per-Sample Processing is a stage of the OpenGL rendering pipeline, where fragment data output from a Fragment Shader is processed and written to various buffers. There are a number of operations that are performed in the order below.
Pixel ownership test
Scissor test
Main article: Scissor Test
Multisample operations
Stencil test
Main article: Stencil Test
Depth test
Main article: Depth Test
Occlusion query updating
Fragments at this point are considered to have passed any conditional tests. Thus, their outputs will be written to one or more buffers (Write Masks not withstanding). As such, this is the point where the fragment is counted for Occlusion Query counters. If an occlusion query of type GL_SAMPLES_PASSED is active, then the query will be incremented every time a fragment hits this stage.
Blending
Main article: Blending
sRGB conversion
Dithering
Logic operations
Main article: Logical Operation
Write mask
Main article: Write Mask
This article is a stub. You can help the OpenGL Wiki by expanding it. |