In the previous tutorial, we analyzed the shader pipeline combination execution process of the VS-PS, this chapter we analyze the pipeline execution process of the VS-GS-PS, mainly GS stage hardware he Ru scheduling.
References: http://fgiesen.wordpress.com/2011/07/01/a-trip-through-the-graphics-pipeline-2011-part-8/
The GS stage has been added to the d3d pipeline since d3d10, as shown in:
From the previous tutorial, we know that in the pipeline execution process of the VS-PS, vs output is transmitted to a vs-output buffer, after that, Pa will obtain the vertex information after VS from the buffer, and then perform Clipper and other operations to transmit the body element to the grating stage.
The implementation process of the VS-GS-PS's Hardware pipeline is roughly as follows: The vs output will first come to a buffer, and then will be transmitted to the GS stage through the shader scheduling module with IA, start the GS wave/warp execution. The GS output transmits the body meta information to the PA, the vertex information is transmitted to the shader output buffer, and then to the PA for raster operation.