primitive assembly

本文探讨了OpenGL渲染管线中剪裁与原始组装的执行顺序,解释了两者如何处理顶点流以生成基本原始图形。文章分析了官方文档,澄清了剪裁发生在原始组装之后,并讨论了早期原始组装的必要性。

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Does clipping in openGL pipeline happen before or after primitive assembly?

https://stackoverflow.com/questions/49860946/does-clipping-in-opengl-pipeline-happen-before-or-after-primitive-assembly

 

Firstly, I'm not entirely sure how the clipping works, but I suppose it "cuts" off the fragments that are not seen by the viewer, although I don't know how this works in practice. However, does it happen before or after the primitive assembly?

The official documentation says this:

The purpose of the primitive assembly step is to convert a vertex stream into a sequence of base primitives. For example, a primitive which is a line list of 12 vertices needs to generate 11 line base primitives.

The full primitive assembly step (including the processing below) will always happen after Vertex Post-Processing. However, some Vertex Processing steps require that a primitive be decomposed into a sequence of base primitives. For example, a Geometry Shader operates on each input base primitive in the primitive sequence. Therefore, a form of primitive assembly must happen before the GS can execute.

This early primitive assembly only performs the conversion to base primitives. It does not perform any of the below processing steps.

Such early processing must happen if a Geometry Shader or Tessellation is active. The early assembly step for Tessellation is simplified, since Patch Primitives are always sequences of patches.

It seems that there are two forms of primitive assembly, which I'm confused about.

First, we see that when the vertex data is first fed into the vertex shader for rendering, it has to interepret the stream of vertices as some triangle or line etc. This is called "rendering" I suppose.

But on the other hand, the primitive assembly as quoted above also does something so similar. What is the difference between the two processes?

The article on primitives says this:

The term Primitive in OpenGL is used to refer to two similar but separate concepts. The first is the interpretive scheme used by OpenGL to determine what a stream of vertices represents when being rendered. Such sequences of vertices can be arbitrarily long.

The other meaning of "Primitive" is as the result of the interpretation of a vertex stream, as part of Primitive Assembly. Therefore, processing a vertex stream by one of these primitive interpretations results in an ordered sequence of primitives. The individual primitives are sometimes called "base primitives".

If we follow the quote above, it seems that there is no difference between the two apparently separate concepts. The "interpretation step" can view, say, a sequence of 10 vertices as 8 dependent triangles. But so can the primitive assembly steps, which views the "dependent triangles" as base primitives. What is concretely different between the two?

 

 

Basically, there are a lot of things called "primitive assembly". They all do the same thing (turn a sequence of vertices into individual primitives), but several of them happen at different times.

There is a specific chapter of the specification titled "Fixed-Function Primitive Assembly and Rasterization." One could argue that this is where "the" Primitive Assembly stage happens. But the standard also says that it happens after the VS, after the TES, and after the GS (where applicable).

The standard still talks about "the primitive assembly stage" as if there were only one, despite the fact that it clearly calls for multiple of them.

What's clear is that the process of clipping knows about the individual primitives, so some primitive assembly has happened prior to reaching that stage.

转载于:https://www.cnblogs.com/Searchor/p/9359569.html

<think>好的,我现在需要回答用户关于图元装配(Primitive Assembly)在渲染流程中的实现阶段和具体过程的问题。用户之前已经询问过在没有细分和几何着色器的情况下点如何成面,现在进一步聚焦在图元装配上。 首先,我需要确认用户的知识背景。他们可能对渲染管线有基本了解,但需要更详细的解释。用户可能想知道图元装配在哪个阶段发生,是硬件还是软件实现的,以及具体如何将顶点连接成图元。 接下来,我需要回忆渲染管线的各个阶段。图元装配通常在顶点处理之后,细分和几何着色器之前,但在没有这些着色器的情况下,顶点着色器之后直接进行图元装配。图元装配是固定功能阶段,由GPU硬件自动处理,不需要编程干预。 然后,要解释图元装配的具体实现。包括顶点如何根据图元类型(如三角形、线段)连接,索引缓冲区的使用,以及可能的图元切割规则(比如三角形条带或扇)。需要举例说明,比如三个顶点如何组成一个三角形,或者索引如何重用顶点。 还需要区分图元装配与其他阶段的关系,比如光栅化是在图元装配之后,将图元转换为片元。强调图元装配的重要性,即使没有高级着色器,它仍然是生成几何形状的关键步骤。 可能用户会混淆图元装配和几何着色器的功能,需要指出几何着色器可以修改或生成新图元,但图元装配是基础步骤,无论是否存在几何着色器都会发生。 最后,总结图元装配的位置和实现方式,确保回答结构清晰,逐步引导用户理解。需要检查是否有技术细节错误,比如顶点着色器处理后的顶点传递到图元装配是否正确,以及索引缓冲区的作用是否准确描述。</think>在Unity渲染流程中,**图元装配(Primitive Assembly)** 的实现过程如下: --- ### 一、**所属阶段** 图元装配属于**渲染管线的固定功能阶段**,位于 **顶点处理阶段(Vertex Processing)之后、几何处理阶段(Geometry Processing)之前**。 具体来说: ``` 顶点着色器 → [图元装配] → (可选细分/几何着色器) → 光栅化 ``` --- ### 二、**实现原理** 图元装配是**由GPU硬件直接实现的固定功能**,无需开发者编程控制,其核心过程分为两步: #### 1. **顶点分组** 根据开发者定义的**图元类型**(通过`MeshTopology`指定),将顶点按规则分组: - **三角形(Triangles)**:每3个顶点为一组(或通过索引缓冲区的索引分组) - **线段(Lines)**:每2个顶点为一组 - **点(Points)**:每个顶点独立为一个图元 #### 2. **连接顶点** 按预设拓扑规则将顶点连接成几何图元: - **三角形示例**: - 顶点序列 `[A,B,C,D,E,F]` → 分成 `(A,B,C)、(D,E,F)` 两个三角形 - 若使用**索引缓冲区**(如`mesh.triangles=[0,1,2,2,3,0]`),则根据索引重组顶点 --- ### 三、**关键特点** 1. **依赖原始数据** - 输入:顶点着色器处理后的顶点数据(含位置、属性) - 规则:完全由`Mesh.triangles`(索引)和`MeshTopology`定义的分组方式决定 2. **不修改几何体** - 仅按规则连接顶点,不新增或删除顶点(与细分/几何着色器的核心区别) 3. **硬件加速** - 通过GPU专用电路实现,效率极高 --- ### 四、**代码示例(Unity中定义图元)** ```csharp // 定义一个四边形(由两个三角形组成) Mesh mesh = new Mesh(); mesh.vertices = new Vector3[] { A, B, C, D }; // 4个顶点 mesh.triangles = new int[] { 0,1,2, // 第一个三角形:A-B-C 0,2,3 // 第二个三角形:A-C-D }; mesh.SetIndices(mesh.triangles, MeshTopology.Triangles, 0); ``` --- ### 五、**与其他阶段的关系** - **前驱**:顶点着色器提供处理后的顶点 - **后继**:装配后的图元会传递给光栅化阶段(或几何着色器,若存在) - **不可跳过**:即使禁用细分/几何着色器,图元装配仍会执行 --- ### 附:常见图元类型(Unity的`MeshTopology`) | 类型 | 分组规则 | 用途 | |------|---------|------| | `Triangles` | 每3个顶点构成三角形 | 标准3D模型 | | `Quads` | 每4个顶点构成四边形(实际分解为2个三角形) | 2D精灵、UI | | `Lines` | 每2个顶点构成线段 | 线框绘制 | | `Points` | 每个顶点独立为点 | 粒子效果 |
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