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Pattern

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Graphics Pipeline Stages

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Shape Assembly/Primitive Assembly

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Assembles vertices into geometric primitives such as points, lines, or triangles for further processing.

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Rasterization

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Converts the geometric primitives into fragments, which are potential pixels on the screen.

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Fragment Processing/Pixel Shading

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Determines the color and other attributes of each fragment. Can perform complex per-pixel operations.

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Framebuffer Operations

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The final stage where the processed fragments are actually written into the framebuffer and displayed on the screen.

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Compute Shading

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An optional stage that allows for general-purpose computing on the GPU, separate from the main graphics pipeline.

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Blending

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Combines the fragment's color with the color of the corresponding pixel in the framebuffer based on certain rules.

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Tessellation

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This optional stage subdivides primitives into smaller ones to increase geometric detail.

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Depth and Stencil Testing

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Performs tests to determine if a fragment is visible and should be drawn to the framebuffer.

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Vertex Processing

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Transforms and lights vertex data in 3D space, preparing it for the next stages of the pipeline.

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Geometry Shading

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An optional stage that allows for geometry to be generated or altered on-the-fly, between vertex processing and rasterization.

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