-
Notifications
You must be signed in to change notification settings - Fork 141
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Showing
4 changed files
with
251 additions
and
62 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,82 @@ | ||
|
||
# Architecture | ||
|
||
This document should be update semi-regularly. Feel free to open an issue if it hasn't been updated in a few years. | ||
|
||
## Goals | ||
|
||
The major goal of Vello is to provide a high quality GPU accelerated renderer suitable for a range of 2D graphics applications, including rendering for GUI applications, creative tools, and scientific visualization. | ||
The [roadmap for 2023](doc/roadmap_2023.md) explains the goals and plans for the next few months of development | ||
|
||
Vello emerges from being a research project, which attempts to answer these hypotheses: | ||
|
||
- To what extent is a compute-centered approach better than rasterization ([Direct2D])? | ||
- To what extent do "advanced" GPU features (subgroups, descriptor arrays, device-scoped barriers) help? | ||
- Can we improve quality and extend the imaging model in useful ways? | ||
|
||
Another goal of the overall project is to explain how the renderer is built, and to advance the state of building applications on GPU compute shaders more generally. | ||
Much of the progress on Vello is documented in blog entries. | ||
See [doc/blogs.md](doc/blogs.md) for pointers to those. | ||
|
||
|
||
## File structure | ||
|
||
The repository is structured as such: | ||
|
||
- `crates/` | ||
- `encoding/` - Types that represent the data that needs to be rendered. | ||
- `shaders/` - Infrastructure to compile pipelines and shaders; see "Shader templating". | ||
- `tests/` - Helper code for writing tests; current has a single smoke test and not much else. | ||
- `doc/` - Various documents detailing the vision for Vello as it was developed. This directory should probably be refactored away; adding to it not recommended. | ||
- `examples/` - Example projects using Vello. Each example is its own crate, with its own dependencies. The simplest example is the `shapes` one. | ||
- `integrations/vello_svg` - An SVG rendered based on vello and usvg. Used in examples. May be moved to `crates/` in the future. | ||
- `shader/` - This is where the magic happens. WGSL shaders that define the compute operations (mostly variations of prefix scan) that vello does to render a scene. | ||
- `shared/` - Shared types, functions and constants included in other shaders through non-standard `#import` preprocessor directives (see "Shader templating"). | ||
- `src/` - Code for the main Vello crate. | ||
- `shaders/` - Same as `crates/shaders/` above. The duplication should eventually be removed (see #467). | ||
- `cpu_shader/` - Function that perform the same work as their equivalently-named WGSL shaders for the CPU fallbacks. The name is a bit loose, they're not "shaders" in any real sense. | ||
|
||
|
||
## Shader templating | ||
|
||
We implement a limited, simple preprocessor for our shaders, as wgsl has insufficient code-sharing for our needs. | ||
|
||
This implements only classes of statements. | ||
|
||
1. `import`, which imports from `shader/shared` | ||
2. `ifdef`, `ifndef`, `else` and `endif`, as standard. | ||
These must be at the start of their lines. | ||
Note that there is no support for creating definitions in-shader, these are only specified externally (in `src/shaders.rs`). | ||
Note also that this definitions cannot currently be used in-code (`import`s may be used instead) | ||
|
||
This format is compatible with [`wgsl-analyzer`], which we recommend using. | ||
If you run into any issues, please report them on Zulip ([#gpu > wgsl-analyzer issues](https://xi.zulipchat.com/#narrow/stream/197075-gpu/topic/wgsl-analyzer.20issues)), and/or on the [`wgsl-analyzer`] issue tracker. | ||
Note that new imports must currently be added to `.vscode/settings.json` for this support to work correctly. | ||
`wgsl-analyzer` only supports imports in very few syntactic locations, so we limit their use to these places. | ||
|
||
|
||
## Intermediary layers | ||
|
||
There are multiple layers of separation between "draw shape in Scene" and "commands are sent to wgpu": | ||
|
||
- First, everything you do in `Scene` appends data to an `Encoding`. | ||
The encoding owns multiple buffers representing compressed path commands, draw commands, transforms, etc. It's a linearized representation of the things you asked the `Scene` to draw. | ||
- From that encoding, we generate a `Recording`, which is an array of commands; each `Command` represents an operation interacting with the GPU (think "upload buffer", "dispatch", "download buffer", etc). | ||
- We then use `WgpuEngine` to send these commands to the actual GPU. | ||
|
||
In principle, other backends could consume a `Recording`, but for now the only implemented wgpu backend is `WgpuEngine`. | ||
|
||
|
||
### CPU rendering | ||
|
||
The code in `cpu_shader/*.rs` and `cpu_dispatch.rs` provides *some* support for CPU-side rendering. It's in an awkward place right now: | ||
|
||
- It's called through WgpuEngine, so the dependency on wgpu is still there. | ||
- Fine rasterization (the part at the end that puts pixels on screen) doesn't work in CPU yet (see #386). | ||
- Every single wgsl shader needs a CPU equivalent, which is pretty cumbersome. | ||
|
||
Still, it's useful for testing and debugging. | ||
|
||
|
||
[`wgsl-analyzer`]: https://marketplace.visualstudio.com/items?itemName=wgsl-analyzer.wgsl-analyzer | ||
[direct2d]: https://docs.microsoft.com/en-us/windows/win32/direct2d/direct2d-portal |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters