silicon atlasTHE HARDWARE REFERENCE
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Reference/Inside the GPU
GPU & graphics

The graphics pipeline

Turn geometry, textures, and shaders into pixels.

Rendering is a chain of different workloads, not just a single giant matrix multiply.
Geometry

Prepare primitives.

LIVE EXPERIMENT

Find the bottleneck

Runs on your device
05001,0001,5002,0000.25141632GFLOP/sIntensity (FLOP / byte)
Ideal upper bound400 GFLOP/s
Limiting resourceMemory
Ridge point10 FLOP/B

Low arithmetic intensity hits the memory ceiling. More data reuse can move the workload toward the compute ceiling.

What this model includes

An ideal upper bound with fixed peak compute and bandwidth. Ignores latency, overhead, cache-level traffic, and instruction mix.

FOLLOW THE MECHANISM

What happens inside

1

Build primitives and fragments

Vertex or mesh processing prepares geometry. Primitives are assembled, clipped, and rasterized into covered samples. Interpolation supplies per-fragment values such as texture coordinates. The API defines a logical pipeline; hardware can overlap, reorder, or fuse parts while preserving observable behavior.

2

Shade and resolve

Fragment shaders compute values using textures and material data. Depth/stencil tests reject some work; blending combines outputs with existing targets. Texture filtering, rasterization, and output operations have dedicated resources on many GPUs. Tile-based designs keep some work local, reducing off-chip traffic.

PUT IT TO WORK

What this means for your code

Low-level engineer

Use GPU captures to distinguish geometry, shading, texture, and bandwidth limits. Synchronize resources at the correct pipeline stages.

Software developer

Overdraw, excessive draw calls, and large render targets stress different parts. Lowering resolution helps pixel work but may not fix a CPU submission bottleneck.

GO TO THE SOURCE

Read the actual specifications

These references supply the underlying contracts and implementation details. The diagrams here are simplified teaching models.

Khronos · Vulkan synchronizationKhronos Group
AMD · RDNA performance guideAMD GPUOpen

Keep following the connection

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