Struct grr::GraphicsPipelineDesc
source · pub struct GraphicsPipelineDesc<'a> {
pub vertex_shader: &'a Shader,
pub tessellation_control_shader: Option<&'a Shader>,
pub tessellation_evaluation_shader: Option<&'a Shader>,
pub geometry_shader: Option<&'a Shader>,
pub fragment_shader: Option<&'a Shader>,
}
Expand description
Graphics Pipeline Descriptor.
Overview
The graphics pipeline is invoked by executing a draw command. The pipeline consists of multiple stages,
where some are fully programmable (Shader
) and other fixed-function stages can be only configured.
Stages
We will go through the the different stages starting from top to bottom.
At the highest abstraction level we split the graphics pipeline into three components (grr
terminology):
- Primitive Stage: Reading data from buffers and generates primitives.
- Rasterizer: Transforms primitives into fragments.
- Fragment Stage: Shades fragments and blends them into the
framebuffer
.
Fig. 1 shows a very simplistic view of a graphics pipeline consisting of a vertex (VS) and fragment (FS) shader. We will discuss the different stages in more detail later on. The Primitive Stage in this examples consists of the Input Assembler (IA) and the Vertex Shader (VS). The Rasterizer is shown as the fixed function RS stage. The fragment shader together with the framebuffer output (FB) build the Fragment Stage.
In the following the different top-level stages will be split up and discussed in more detail
Primitive Stage
Rasterizer
Fragment Stage
Examples
Fields
vertex_shader: &'a Shader
tessellation_control_shader: Option<&'a Shader>
tessellation_evaluation_shader: Option<&'a Shader>
geometry_shader: Option<&'a Shader>
fragment_shader: Option<&'a Shader>