DirectX Graphics Programming Guide > Core Concepts > Pipelines

Understanding the DirectX Graphics Pipeline

The graphics pipeline is a series of programmable and fixed-function stages that transform 3D model data into the 2D pixels displayed on your screen. DirectX provides a robust and flexible pipeline that allows developers to control every aspect of this transformation.

Stages of the Graphics Pipeline

The DirectX graphics pipeline can be broadly categorized into two main phases:

Fixed-Function vs. Programmable Stages

Historically, graphics hardware featured many fixed-function stages that performed specific, unchangeable operations. Modern DirectX heavily emphasizes programmable shaders, allowing developers to customize the behavior of the Vertex Shader, Hull Shader, Domain Shader, Geometry Shader, and Pixel Shader. This programmability is key to achieving unique visual styles and high-performance rendering.

The Role of Shaders

Shaders are small programs written in a high-level shading language like High-Level Shading Language (HLSL). They are compiled and executed on the GPU. Each shader stage has a specific role:

Input and Output

Data flows through the pipeline sequentially. The output of one stage becomes the input for the next. For example, vertex data processed by the Vertex Shader is passed to the Rasterizer, and the fragments generated by the Rasterizer are sent to the Pixel Shader. Understanding this data flow is crucial for debugging and optimizing graphics applications.

Key Takeaway:

The DirectX graphics pipeline is a fundamental concept for rendering 3D graphics. By understanding its stages and the role of programmable shaders, developers can unlock powerful visual capabilities and optimize performance.

Further Reading