Back to Browse

WGPU part 2: Render Pipeline

526 views
Mar 10, 2026
4:56

Support the channel here: https://www.patreon.com/cw/timidautomaton This video briefly summarizes the render pipeline stages of a GPU program. Data is carried from the CPU to the GPU in a vertex buffer. The data for each vertex is split between GPU threads and processed in a vertex shader program (written by the user). The output of the vertex shader is stitched together into primitives (usually triangles) and then rasterized into fragments. Each fragment roughly corresponds to a pixel on the screen (I’m still a little confused by the definition) and contains the raw data needed to calculate the color of the pixel. The fragments get sent to the Fragment Shader (another program created by the user), which calculates the resulting color for each pixel on the screen. Finally the resulting pixel colors are collected and stored into a pixel buffer that gets passed out of the program and drawn to the target surface or stored in a buffer for further calculations in the users CPU side program. I was going to add geometry shaders too, but I ended up forgetting. They are another programmable step after vertex shaders and were often used for particle effects and similar things. They aren’t used as much anymore. I think they got replaced with more generic compute shaders over time. 00:00 intro 00:10 Data Input 00:29 Vertex Shader 01:12 Primitive Assembly 02:02 Rasterization 03:31 Fragment Shader 04:17 Frame Buffer #WGPU #RenderPipeline #Rust #WebGPU #BarycentricCoordinates #Rasterization

Download

0 formats

No download links available.

WGPU part 2: Render Pipeline | NatokHD