To this end, it is also useful to understand how data is communicated between all stages of the OpenGL pipeline. In order to program GLSL vertex and fragment shaders, it is important to understand the input and ouput of each shader. These possibilities are discussed in more detail in the platform-specific tutorials. The primitive assembly stage mainly consists of clipping primitives to the view frustum (the part of space that is visible on the screen) and optional culling of front-facing and/or back-facing primitives. The rasterization stage is discussed in Section “Rasterization” and the per-fragment operations in Section “Per-Fragment Operations”. The vertex shader and fragment shader stages are discussed in more detail in the platform-specific tutorials. color) for all pixels covered by the primitive In the following diagram, programmable stages are represented by green boxes, fixed-function stages are represented by gray boxes, and data is represented by blue boxes. small programs (shaders) written in GLSL are applied in these stages. In OpenGL (ES) 2.0 two stages (the vertex shader and the fragment shader stage) of the pipeline are programmable, i.e. there is no possibility to include programs in these pipelines. The pipelines of OpenGL ES 1.x and core OpenGL 1.x are configurable fixed-function pipelines, i.e. Mesa 3D (see the Wikipedia entry), usually implement a single pipeline.
#OPENGL 2.0 SOFTWARE#
Only software implementations of OpenGL, e.g. However, it should be understood that GPUs usually implement the graphics pipeline with massive horizontal parallelism. In the following diagrams, there is only one arrow between any two stages. Results of many fragments are written in parallel to the framebufferĪrray of pixels in which the computed fragment colors are stored
![opengl 2.0 opengl 2.0](https://cdn.ligadosgames.com/imagens/koplayer-emulador-android-pc-fraco-cke.jpg)
covered pixel)Ĭonfigurable operations on each fragment (i.e. Many fragments (corresponding to pixels) are processed in parallelĪ small program in GLSL is applied to each fragment (i.e. Interpolation of data for all pixels covered by the primitive (e.g.
![opengl 2.0 opengl 2.0](https://wiki.maemo.org/images/thumb/d/d7/Opengl-porting.svg/654px-Opengl-porting.svg.png)
Many primitives are processed in parallel triangle meshes provided by 3D modeling toolsĪ small program in GLSL is applied to each vertex The following diagram shows an illustration of vertical parallelism (processing in stages represented by boxes) and horizontal parallelism (multiple processing units for each stage represented by multiple arrows between boxes).Į.g. In the context of GPUs, horizontal parallelism of the graphics pipeline was an important feature to achieve the performance of modern GPUs. Again, the concept was also employed at Ford Motor Company and in many other industries. This allows for even more parallelism than the vertical parallelism in a single pipeline.