[gtk/wip/chergert/glproto] add design doc



commit 5514727f5e0b7f0fbaabdba9e5f6df6e968cedc3
Author: Christian Hergert <chergert redhat com>
Date:   Wed Jan 13 15:33:43 2021 -0800

    add design doc

 gsk/next/DESIGN.md | 122 +++++++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 122 insertions(+)
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diff --git a/gsk/next/DESIGN.md b/gsk/next/DESIGN.md
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+# GL Renderer Cleanup (wip/chergert/glproto)
+
+While spending a lot of time on the macOS backend, I often found myself
+confused while reading the GL renderer. There are a lot of moving parts and
+it grew organically, so being OpenGL illterate that isn't very surprising.
+
+However, the GL renderer is pretty important for us as it serves as a base
+for how other renderers should work. We need to be pretty hygenic there
+so that new renderers can follow. I would really like to be able to point
+someone at it as an example for writing, for example, a Metal renderer.
+
+Additionally, the OpenGL performance on macOS is not very good and we rarely
+hit 60fps for situations that are just fine on Linux. We have to be extra
+careful with such piss-poor OpenGL drivers.
+
+## Goals
+
+ * Clearer abstractions, fix some incorrect terminology that I found
+   confusing when learning about the related bits in OpenGL.
+ * Move in a direction that could allow threaded rendering soon.
+ * Perform fewer unnecessary uniform changes.
+ * Support for additional batch merging and out-of-order batching. 
+ * Additional debugging capabilities including discovering overwrites
+   and further sysprof integration.
+
+## Current issues (incomplete porting)
+
+ * Texture slices are not yet implemented
+ * Texture atlases are designed but not yet implemented
+ * Programs are not currently shared (this doesn't actually seem
+   to be guaranteed anyway by OpenGL, but *works* everywhere?)
+ * A few nodes still need to be implemented
+ * Handful of coordinate issues to finish flushing out from porting
+   the draw operations from gskglrenderer.
+
+## Design
+
+### Program Definitions (gskglprograms.defs)
+
+You can now define programs using XMacros in gskglprograms.defs. This vastly
+simplifies the process of getting up and running with a new program. Diffs
+should be short and compact should we add new node types.
+
+### GskGLCommandQueue (gskglcommandqueue.c)
+
+This object handles the majority of actually GL operations. Everything else
+wraps this object in some way. Contrast this to the current renderer where
+some state is tracked in various places and is not necessarily in sync.
+
+It tracks attachments (FBOs and Textures) so that it can minimally change
+attachment state as batches are executed. See GskGLAttachmentState.
+
+It also tracks uniform state across all programs so that we can minimally
+update uniforms as we go. We vaguely did this before, but a lot fell through
+the cracks due to how ops_set_program() worked.
+
+Draws now have a begin/end call to make it easier to have a point where we
+can do batch creation/merging. When finishing a batch, we can chain it to
+the previous batch or alternatively move it out-of-order if we do not have
+any drawing operations that overlap between the two calls. Much work here is
+to be done, but this lays the groundwork to actually be able to do it.
+
+Eventually, we would like to be able to snapshot the command queue and pass
+it off to another thread for processing (possibly via extensions to
+GdkGLContext).
+
+### GskGLDriver (gskgldriver.c)
+
+The driver is the primary frontend to a lot of the machinery here. It manages
+the command queue, access to programs, creation and destruction of textures
+or render targets, as well as temporary pooling of textures during the
+generation of command batches.
+
+### GskGLProgram
+
+This abstraction manages a specific program. It also maps an internal
+enum (UNIFORM_*) which we can use throughout code to the uniform location
+on the GPU.
+
+We use it to begin/end draw calls as it can update the necessary uniforms
+based on the changing state in GskGLRenderJob.
+
+### GskGLRenderJob
+
+Much of the work of translating nodes into draw commands (through the
+GskGLProgram and GskGLCommandQueue) is done from GskGLRenderJob. It helps
+keep that work focused and separate from other mechanics that are part of
+the renderer itself.
+
+Some work has been done to simplify the abstractions for offscreen drawing.
+Tracking issues with this previously was quite difficult and the source of a
+lot of indirection. Some might be a bit more verbose now, but much clearer
+as a result.
+
+### GskGLTextureLibrary (IconLibrary, GlyphLibrary, ShadowLibrary, etc)
+
+This base class deals with texture atlases through the GskGLDriver. All of
+our texture libraries build upon this.
+
+We avoid the word cache here because it's too overloaded giving that we
+cache textures from some render nodes.
+
+### GskGLBuffer
+
+This is a fairly generic buffer that can be uploaded to the GPU. In general
+it is only used for the VBO to upload vertices as used by the command queue.
+It's possible, though, that we could re-use it for UBO's in the future if we
+decide to attempt to reduce our number of glDrawArrays() calls by sending
+everything to the GPU up-front.
+
+Additionally, it is very easy to start double-buffering VBOs now instead of
+creating/throwing-away on each frame should we find that helps performance.
+For now, we do not double or tripple buffer.
+
+### GskGLCompiler
+
+Some work was done to simplify shader compilers with an API that is a bit
+easier to use from XMacros.
+
+
+
+


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