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# MTLRenderStages

The stages in a render pass that triggers a synchronization command.

```
struct MTLRenderStages
```

## Overview

Render stage boundaries provide synchronization opportunities within a render pass for specific resources and resource types. For example, you can designate render stage a synchronization point for a memory barrier or a fence (see [`memoryBarrier(resources:after:before:)`](/documentation/Metal/MTLRenderCommandEncoder/memoryBarrier(resources:after:before:)) and [`MTLFence`](/documentation/Metal/MTLFence), respectively). This allows a GPU to overlap its execution of two adjacent stages, which can shorten its overall runtime for the render pass.

## Topics

### Render pass stages

[`object`](/documentation/Metal/MTLRenderStages/object)

The object rendering stage.

[`mesh`](/documentation/Metal/MTLRenderStages/mesh)

The mesh rendering stage.

[`vertex`](/documentation/Metal/MTLRenderStages/vertex)

The vertex rendering stage.

[`fragment`](/documentation/Metal/MTLRenderStages/fragment)

The fragment rendering stage.

[`tile`](/documentation/Metal/MTLRenderStages/tile)

The tile rendering stage.

### Swift support

[`init(rawValue:)`](/documentation/Metal/MTLRenderStages/init(rawValue:))

Creates a render stage from a raw value.



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