Difference between revisions of "Per-Sample Processing"

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(Outline of per-sample operations page.)
 
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{{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.
  
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== Scissor test ==
 
== Scissor test ==
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{{main|Scissor Test}}
  
 
== Multisample operations ==
 
== Multisample operations ==
  
 
== Stencil test ==
 
== Stencil test ==
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{{main|Stencil Test}}
  
 
== Depth test ==
 
== Depth test ==
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{{main|Depth Test}}
  
 
== Occlusion query updating ==
 
== Occlusion query updating ==

Revision as of 01:46, 4 October 2012

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

Multisample operations

Stencil test

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

sRGB conversion

Dithering

Logic operations

Write mask