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The Pipeline pane shows the contents of the currently bound pipeline. Select
a valid draw or dispatch call in the Command pane. If you select a group of commands that includes a draw or dispatch call, it displays the last bound pipeline.
Figure 1. Pipeline pane
The stages of the currently-bound pipeline are located at the top of the pane. They are presented in the order they are used in their respective pipelines. However, not every stage might be used. If a stage is unused, the stage is not unselectable and any arrows from previous stages are drawn over it to indicate that it is being skipped. When a user selects a stage, the rest of the pane displays data relevant to only that stage. Here are the currently supported stages:
Stage
Full Name
Pipeline Type (Call Type)
IA
Input Assembly
Graphics (Draw)
VS
Vertex Shader
Graphics (Draw)
TCS
Tessellation Control Shader
Graphics (Draw)
TES
Tessellation Evaluation Shader
Graphics (Draw)
GS
Geometry Shader
Graphics (Draw)
RAST
Rasterizer
Graphics (Draw)
FS
Fragment Shader
Graphics (Draw)
BLEND
Color Blending
Graphics (Draw)
CS
Compute Shader
Compute (Dispatch)
Data organization
The data in each stage is organized in shader code, tables, and key-value pairs.
Shader Code
This box contains the shader for the currently-selected stage, but only it's a
shader stage. Tabs on the top of the box allow you see the shader in SPIR-V and
GLSL. Note that GLSL might be decompiled from the SPIR-V instead of being the
actual original source.
Figure 2. Shader code
Tables
Tables usually contain data that you have defined statically or dynamically.
If the data was dynamically set, a message displays next to the table's name.
Some tables, such as Stencil State, represent state instead of user-defined
data such as buffers or descriptors and are greyed out when inactive. The tables
might contain links that open up other panes. For example, clicking any handle under the
View header of Descriptor Set tables opens a Texture tab of the
texture that descriptor represents.
Figure 3. Tables
Key-value pairs
Key-value pairs typically represents state data. The exceptions are the
Static Analysis statistics in the shader stages. A pair with a dynamically-set
has have an asterisk next to its key. Any pair that is inactive is greyed out.
The user can hover the mouse over any deactivated pair to check what other pair
deactivated it.
Figure 4. Key-value pairs
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Last updated 2023-02-01 UTC.
[[["Easy to understand","easyToUnderstand","thumb-up"],["Solved my problem","solvedMyProblem","thumb-up"],["Other","otherUp","thumb-up"]],[["Missing the information I need","missingTheInformationINeed","thumb-down"],["Too complicated / too many steps","tooComplicatedTooManySteps","thumb-down"],["Out of date","outOfDate","thumb-down"],["Samples / code issue","samplesCodeIssue","thumb-down"],["Other","otherDown","thumb-down"]],["Last updated 2023-02-01 UTC."],[],[],null,["# Pipeline pane\n\nThe **Pipeline** pane shows the contents of the currently bound pipeline. Select\na valid draw or dispatch call in the **Command** pane. If you select a group of commands that includes a draw or dispatch call, it displays the last bound pipeline.\n**Figure 1.**Pipeline pane\n\nThe stages of the currently-bound pipeline are located at the top of the pane. They are presented in the order they are used in their respective pipelines. However, not every stage might be used. If a stage is unused, the stage is not unselectable and any arrows from previous stages are drawn over it to indicate that it is being skipped. When a user selects a stage, the rest of the pane displays data relevant to only that stage. Here are the currently supported stages:\n\n| Stage | Full Name | Pipeline Type (Call Type) |\n|-------|--------------------------------|---------------------------|\n| IA | Input Assembly | Graphics (Draw) |\n| VS | Vertex Shader | Graphics (Draw) |\n| TCS | Tessellation Control Shader | Graphics (Draw) |\n| TES | Tessellation Evaluation Shader | Graphics (Draw) |\n| GS | Geometry Shader | Graphics (Draw) |\n| RAST | Rasterizer | Graphics (Draw) |\n| FS | Fragment Shader | Graphics (Draw) |\n| BLEND | Color Blending | Graphics (Draw) |\n| CS | Compute Shader | Compute (Dispatch) |\n\nData organization\n-----------------\n\nThe data in each stage is organized in shader code, tables, and key-value pairs.\n\n### Shader Code\n\nThis box contains the shader for the currently-selected stage, but only it's a\nshader stage. Tabs on the top of the box allow you see the shader in SPIR-V and\nGLSL. Note that GLSL might be decompiled from the SPIR-V instead of being the\nactual original source.\n**Figure 2.**Shader code\n\n### Tables\n\nTables usually contain data that you have defined statically or dynamically.\nIf the data was dynamically set, a message displays next to the table's name.\nSome tables, such as **Stencil State** , represent state instead of user-defined\ndata such as buffers or descriptors and are greyed out when inactive. The tables\nmight contain links that open up other panes. For example, clicking any handle under the\n**View** header of **Descriptor Set** tables opens a **Texture** tab of the\ntexture that descriptor represents.\n**Figure 3.**Tables\n\n### Key-value pairs\n\nKey-value pairs typically represents state data. The exceptions are the\n**Static Analysis** statistics in the shader stages. A pair with a dynamically-set\nhas have an asterisk next to its key. Any pair that is inactive is greyed out.\nThe user can hover the mouse over any deactivated pair to check what other pair\ndeactivated it.\n**Figure 4.**Key-value pairs"]]