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I'm curious- what operations are there in Direct3D that aren't controlled directly through shader, or directly to do with shader manipulation- i.e., that occur behind the scenes.

So far, I've got just pixel interpolation.

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up vote 4 down vote accepted

Off the top of my head: There is triangle setup, triangle clipping, backface removal, rasterization, raster operations (blending), z testing, tessellation, texture filtering, shadow map texture depth testing, stencil ops, pixel/buffer format conversion.

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Tessellation. It is a separate fixed function system that doesn't have a 1:1 with OpenGL and will result in different tessellation unlike shaders which can be ported fairly easily.

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