I found something in the Specification of OpenGL Version 4.6 (Core Profile):

The output of Vertex Shader:

If the output variables are passed directly to the vertex processing stages lead- ing to rasterization, the values of all outputs are expected to be interpolated across the primitive being rendered, unless flatshaded. Otherwise the values of all out- puts are collected by the primitive assembly stage and passed on to the subsequent pipeline stage once enough data for one primitive has been collected.

Seems that if there is no TES and GS, the "Primitive Assembly" will be done later. Otherwise where will be an "early primitive assembly " as said in official documentation.

However in "11.1.3 Shader Execution" of the specification:

The following sequence of operations is performed:

  • Vertices are processed by the vertex shader (see section 11.1) and assembled into primitives as described in sections 10.1 through 10.3.
  • If the current program contains a tessellation control shader, each indi- vidual patch primitive is processed by the tessellation control shader (sec- tion 11.2.1). Otherwise, primitives are passed through unmodified. If active, the tessellation control shader consumes its input patch and produces a new patch primitive, which is passed to subsequent pipeline stages.
  • If the current program contains a tessellation evaluation shader, each indi- vidual patch primitive is processed by the tessellation primitive generator (section 11.2.2) and tessellation evaluation shader (see section 11.2.3). Oth- erwise, primitives are passed through unmodified. When a tessellation eval- uation shader is active, the tessellation primitive generator produces a new collection of point, line, or triangle primitives to be passed to subsequent pipeline stages. The vertices of these primitives are processed by the tes- sellation evaluation shader. The patch primitive passed to the tessellation primitive generator is consumed by this process.
  • If the current program contains a geometry shader, each individual primitive is processed by the geometry shader (section 11.3). Otherwise, primitives are passed through unmodified. If active, the geometry shader consumes its input patch primitive. However, each geometry shader invocation may emit new vertices, which are arranged into primitives and passed to subsequent pipeline stages.

Following shader execution, the fixed-function operations described in chap- ter 13 are applied.

Have a look at the "fixed-function operations" in chapter 13, there will do all the "Vertex Post-processing" such as clipping, perspective-divide, viewport transform and Transform-feedback. In chapter 13, I found:

After programmable vertex processing, the following fixed-function operations are applied to vertices of the resulting primitives:...


My understand

I think the accurate time of "Primitive Assembly" happened maybe is a little hard to tell, but I tend to believe that this is done just after vertex process. As Nicol said 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..

I think one of main task of the so-called "Primitive Assembly" stage which between vertex process and rasterization is the face culling. (I am not familiar with multi-draw maybe this stage is to do with this too.)


A figure of vertex process:


A simple pipeline based on my simple understand:

# Start

(Vertices Data)
|
|
|
V
Vertex Shader # Do primitive assembly here
|
|
| (primitives)
|
V
[Tessellation Shaders]
|
|
| (primitives)
|
V
[Geometry Shader]
|
|
| (primitives)
|
V
Vertex Post-processing
|
|
| (primitives)
|
V
Primitive Assembly # Mainly do face culling
|
|
| (primitives)
|
V
Rasterization
|
|
| (fragment)
|
V
Fragment Shader # [] means can be ignored

Primitive Assembly的更多相关文章

  1. OpenGL超级宝典笔记----渲染管线

    在OpenGL中任何事物都在3D空间中,但是屏幕和窗口是一个2D像素阵列,所以OpenGL的大部分工作都是关于如何把3D坐标转变为适应你屏幕的2D像素.3D坐标转为2D坐标的处理过程是由OpenGL的 ...

  2. CSharpGL(31)[译]OpenGL渲染管道那些事

    CSharpGL(31)[译]OpenGL渲染管道那些事 +BIT祝威+悄悄在此留下版了个权的信息说: 开始 自认为对OpenGL的掌握到了一个小瓶颈,现在回头细细地捋一遍OpenGL渲染管道应当是一 ...

  3. OpenGL 4.5 Core Profile管线(GLSL与应用程序接口详解)【未完成】

    之前写过一篇博客,OpenGL管线(用经典管线代说着色器内部),说的主要是OpenGL的经典管线.大家都知道,现代OpenGL已经弃用(从OpenGL 3.0开始)经典管线功能(glBegin,变换矩 ...

  4. 【OPENGL】第三篇 着色器基础(一)

    在这一章,我们会学习什么是着色器(Shader),什么是着色器语言(OpenGL Shading Language-GLSL),以及着色器怎么和OpenGL程序交互. 首先我们先来看看什么叫着色器. ...

  5. 【转载】关于OpenGL的图形流水线

    本文转载自 http://blog.csdn.net/racehorse/article/details/6593719 GLSL教程 这是一些列来自lighthouse3d的GLSL教程,非常适合入 ...

  6. opengl入门学习

    OpenGL入门学习 说起编程作图,大概还有很多人想起TC的#include <graphics.h>吧? 但是各位是否想过,那些画面绚丽的PC游戏是如何编写出来的?就靠TC那可怜的640 ...

  7. OpenGL ES crash notes 01 - Nice to meet you

    这篇笔记完全参照<OpenGL.ES.3.0.Programming.Guide.2nd.Edition>,摘出部分内容只为学习参考. 为什么要用英文:无论是D3D的SDK还是OES的Sp ...

  8. A trip through the Graphics Pipeline 2011_12 Tessellation

    Welcome back! This time, we’ll look into what is perhaps the “poster boy” feature introduced with th ...

  9. A trip through the Graphics Pipeline 2011_11 Stream Out

    Welcome back! This time, the focus is going to be on Stream-Out (SO). This is a facility for storing ...

随机推荐

  1. 白话大数据 | Spark和Hadoop到底谁更厉害?

    要想搞清楚spark跟Hadoop到底谁更厉害,首先得明白spark到底是什么鬼. 经过之前的介绍大家应该非常了解什么是Hadoop了(不了解的点击这里:白话大数据 | hadoop究竟是什么鬼),简 ...

  2. java解析json的操作

    import java.io.FileNotFoundException; import java.io.FileReader; import com.google.gson.JsonArray; i ...

  3. MFC-注册热键

    0.测试环境 VS2015专业版,基于对话框的MFC程序, 例子地址:http://pan.baidu.com/s/1qX9IRec 1.MFC工程设置 类向导->消息->WM_HOTKE ...

  4. 用Count() > 0 来判断集合非空的问题

    Linq 出现之前,我们通常使用下面的方式来判断集合是否非空,即集合包含元素: ]; ; var list = new List<string>(); ; var collection = ...

  5. VIM系统复制粘贴

    1 需求 系统复制粘贴主要是满足下面两个需求. 在多个对象之间复制粘贴 vim窗口与vim窗口之间 外部界面与vim窗口之间 不变复制粘贴.从外部界面复制粘贴到vim窗口时,文本不发生任何变化. 2 ...

  6. js过滤html标签

    function deleteHtmlTag(str){ str = str.replace(/<[^>]+>|&[^>]+;/g,"").trim ...

  7. vue-cli3.0安装element-ui组件及按需引入element-ui组件

    在VUE-CLI 3下的第一个Element-ui项目(菜鸟专用) (https://www.cnblogs.com/xzqyun/p/10780659.html) 上面这个链接是vue-cli3.0 ...

  8. BlockChain:Py实现区块链简单场景应用:程序猿记录在区块里的收入记录图——Jason niu

    # -*- coding: utf-8 -*- ''' Created on 2018年3月11日 @author: Jason niu ''' import hashlib #该模块实现了诸多安全哈 ...

  9. [SCOI2015]小凸玩矩阵

    Description: 给你一个n*m的网格,每个格子有一个数字,每行每列只能选一个数字,问所选数字中第k大的数字的最小值是多少 Hint: \(n \le 250\) Solution: 显然是二 ...

  10. STS(Spring Tool Suite)下SSM(Spring+SpringMVC+Mybatis)框架搭建(二)

    继完成controller配置并使用controller实现页面跳转,现连接数据库进行登录. 在SSM框架中,使用Mybatis与数据库连接,因此需要配置关于mybatis的配置. 废话少说直接开始: ...