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2 changes: 1 addition & 1 deletion .clippy.toml
Original file line number Diff line number Diff line change
@@ -1 +1 @@
doc-valid-idents = ["WebGPU", ".."]
doc-valid-idents = ["WebGPU", "PostScript", ".."]
100 changes: 100 additions & 0 deletions ARCHITECTURE.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,100 @@

# Architecture

This document should be updated semi-regularly. Feel free to open an issue if it hasn't been updated in more than a year.

## 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.

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.

Ideally, we'd like our documentation to be more structured; we may refactor it in the future (see [#488]).


## Roadmap

The [roadmap for 2023](doc/roadmap_2023.md) is still largely applicable.
The "Semi-stable encoding format" section and most of the "CPU fallback" section can be considered implemented.

Our current priority is to fill in missing features and to fix rendering artifacts, so that Vello can reach feature parity with other 2D graphics engines.


## File structure

The repository is structured as such:

- `crates/`
- `encoding/` - Types that represent the data that needs to be rendered.
- `shaders/` - Infrastructure to preprocess and cross-compile shaders at compile time; see "Shader templating". Note that the `vello` crate doesn't currently import this crate (see [#467]).
- `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 (often variations of prefix sum) 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/` - Functions that perform the same work as their equivalently-named WGSL shaders for the CPU fallbacks. The name is a bit loose; they're "shaders" in the sense that they work on resource bindings with the exact same layout as actual GPU shaders.


## Shader templating

WGSL has no meta-programming support, which limits code-sharing.
We use a strategy common to many projects (eg Bevy) which is to implement a limited, simple preprocessor for our shaders.

This preprocessor implements the following directives:

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.


## Path encoding

See [Path segment encoding](./doc/pathseg.md) document.


## 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
[#488]: https://github.com/linebender/vello/issues/488
[#467]: https://github.com/linebender/vello/issues/467
[#386]: https://github.com/linebender/vello/issues/386
179 changes: 111 additions & 68 deletions README.md
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Expand Up @@ -14,18 +14,110 @@

</div>

Vello is a 2d graphics rendering engine, using [`wgpu`].
It efficiently draws large 2d scenes with interactive or near-interactive performance.

<!-- Impressive picture here -->

It is used as the rendering backend for [Xilem], a UI toolkit.
Vello is an experimental 2D graphics rendering engine written in Rust, with a focus on GPU compute.
It can draw large 2D scenes with interactive or near-interactive performance, using [`wgpu`] for GPU access.

Quickstart to run an example program:
```shell
cargo run -p with_winit
```

![image](https://github.com/linebender/vello/assets/8573618/cc2b742e-2135-4b70-8051-c49aeddb5d19)

It is used as the rendering backend for [Xilem], a Rust GUI toolkit.

> [!WARNING]
> Vello can currently be considered in an alpha state. In particular, we're still working on the following:
>
> - [Major rendering artifacts when drawing more than 64k objects](https://github.com/linebender/vello/issues/334).
> - [Implementing blur and filter effects](https://github.com/linebender/vello/issues/476).
> - [Properly implementing strokes](https://github.com/linebender/vello/issues/303) and [supporting all SVG stroke caps](https://github.com/linebender/vello/issues/280).
> - [Conflations artifacts](https://github.com/linebender/vello/issues/49).
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I really should update this bug, as conflation artifacts within a path are fixed now, if you select multisampled rendering. Of course, conflation in compositing (a considerably harder problem) is still open.

> - [GPU memory allocation strategy](https://github.com/linebender/vello/issues/366)
> - [Glyph caching](https://github.com/linebender/vello/issues/204)

## Motivation

Vello is meant to fill the same place in the graphics stack as other vector graphics renderers like [Skia](https://skia.org/), [Cairo](https://www.cairographics.org/), and its predecessor project [Piet](https://github.com/linebender/piet).
On a basic level, that means it provides tools to render shapes, images, gradients, text, etc, using a PostScript-inspired API, the same that powers SVG files and [the browser `<canvas>` element](https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D).

Vello's selling point is that it gets better performance than other renderers by better leveraging the GPU.
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In traditional PostScript-style renderers, some steps of the render process like sorting and clipping either need to be handled in the CPU or done through the use of intermediary textures.
Vello avoids this by using prefix-sum algorithms to parallelize work that usually needs to happen in sequence, so that work can be offloaded to the GPU with minimal use of temporary buffers.

This means that Vello needs a GPU with support for compute shaders to run.


## Getting started

Vello is meant to be integrated deep in UI render stacks.
While drawing in a Vello scene is easy, actually rendering that scene to a surface requires setting up a wgpu context, which is a non-trivial task.

To use Vello as the renderer for your PDF reader / GUI toolkit / etc, your code will have to look roughly like this:

```rust
// Initialize wgpu and get handles
let (width, height) = ...;
let device: wgpu::Device = ...;
let queue: wgpu::Queue = ...;
let surface: wgpu::Surface<'_> = ...;
let texture_format: wgpu::TextureFormat = ...;
let mut renderer = Renderer::new(
&device,
RendererOptions {
surface_format: Some(texture_format),
use_cpu: false,
antialiasing_support: vello::AaSupport::all(),
num_init_threads: NonZeroUsize::new(1),
},
).expect("Failed to create renderer");

// Create scene and draw stuff in it
let mut scene = vello::Scene::new();
scene.fill(
vello::peniko::Fill::NonZero,
vello::Affine::IDENTITY,
vello::Color::rgb8(242, 140, 168),
None,
&vello::Circle::new((420.0, 200.0), 120.0),
);

// Draw more stuff
scene.push_layer(...);
scene.fill(...);
scene.stroke(...);
scene.pop_layer(...);

// Render to your window/buffer/etc.
let surface_texture = surface.get_current_texture()
.expect("failed to get surface texture");
renderer
.render_to_surface(
&device,
&queue,
&scene,
&surface_texture,
&vello::RenderParams {
base_color: Color::BLACK, // Background color
width,
height,
antialiasing_method: AaConfig::Msaa16,
},
)
.expect("Failed to render to surface");
surface_texture.present();
```

See the [`examples/`](https://github.com/linebender/vello/tree/main/examples) folder to see how that code integrates with frameworks like winit and bevy.


## Performance

We've observed 177 fps for the paris-30k test scene on an M1 Max, at a resolution of 1600 pixels square, which is excellent performance and represents something of a best case for the engine.

More formal benchmarks are on their way.


## Integrations

### SVG
Expand All @@ -42,14 +134,14 @@ A separate integration for playing Lottie animations is available through the [`

## Examples

Our examples are provided in separate packages in the [`examples`](examples) folder.
Our examples are provided in separate packages in the [`examples`](https://github.com/linebender/vello/tree/main/examples) folder.
This allows them to have independent dependencies and faster builds.
Examples must be selected using the `--package` (or `-p`) Cargo flag.

### Winit

Our [winit] example ([examples/with_winit](examples/with_winit)) demonstrates rendering to a [winit] window.
By default, this renders [GhostScript Tiger] all SVG files in [examples/assets/downloads](examples/assets/downloads) directory (using [`vello_svg`](#svg)).
Our [winit] example ([examples/with_winit](https://github.com/linebender/vello/tree/main/examples/with_winit)) demonstrates rendering to a [winit] window.
By default, this renders the [GhostScript Tiger] as well as all SVG files you add in the [examples/assets/downloads/](https://github.com/linebender/vello/tree/main/examples/assets/downloads) directory using [`vello_svg`](#svg).
A custom list of SVG file paths (and directories to render all SVG files from) can be provided as arguments instead.
It also includes a collection of test scenes showing the capabilities of `vello`, which can be shown with `--test-scenes`.

Expand All @@ -68,7 +160,7 @@ cargo run -p with_winit -- download

### Bevy

The [Bevy] example ([examples/with_bevy](examples/with_bevy)) demonstrates using Vello within a [Bevy] application.
The [Bevy] example ([examples/with_bevy](https://github.com/linebender/vello/tree/main/examples/with_bevy)) demonstrates using Vello within a [Bevy] application.
This currently draws to a [`wgpu`] `Texture` using `vello`, then uses that texture as the faces of a cube.

```shell
Expand Down Expand Up @@ -127,52 +219,13 @@ keystore_password = "android"

## Community

[![Xi Zulip](https://img.shields.io/badge/Xi%20Zulip-%23gpu-blue?logo=Zulip)](https://xi.zulipchat.com/#narrow/stream/197075-gpu)

Discussion of Vello development happens in the [Xi Zulip](https://xi.zulipchat.com/), specifically the [#gpu stream](https://xi.zulipchat.com/#narrow/stream/197075-gpu). All public content can be read without logging in

## 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)
Discussion of Vello development happens in the [Xi Zulip](https://xi.zulipchat.com/), specifically the [#gpu stream](https://xi.zulipchat.com/#narrow/stream/197075-gpu). All public content can be read without logging in.

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.

## GPU abstraction

Our rendering code does not directly interact with `wgpu`.
Instead, we generate a `Recording`, a simple value type, then an `Engine` plays that recording to the actual GPU.
The only currently implemented `Engine` uses `wgpu`.

The idea is that this can abstract easily over multiple GPU back-ends, without either the render logic needing to be polymorphic or having dynamic dispatch at the GPU abstraction.
The goal is to be more agile.

## 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?
Contributions are welcome by pull request. The [Rust code of conduct] applies.

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.
Unless you explicitly state otherwise, any contribution intentionally submitted
for inclusion in the work by you, as defined in the Apache-2.0 license, shall be
licensed as noted in the "License" section, without any additional terms or conditions.

## History

Expand All @@ -184,7 +237,7 @@ This succeeded the previous prototype, [piet-metal], and included work adapted f

The decision to lay down `piet-gpu-hal` in favor of WebGPU is discussed in detail in the blog post [Requiem for piet-gpu-hal].

A [vision](doc/vision.md) document dated December 2020 explained the longer-term goals of the project, and how we might get there.
A [vision](https://github.com/linebender/vello/tree/main/doc/vision.md) document dated December 2020 explained the longer-term goals of the project, and how we might get there.
Many of these items are out-of-date or completed, but it still may provide some useful background.

## Related projects
Expand All @@ -208,25 +261,16 @@ Licensed under either of

at your option.

In addition, all files in the [`shader`](shader) and [`src/cpu_shader`](src/cpu_shader)
In addition, all files in the [`shader`](https://github.com/linebender/vello/tree/main/shader) and [`src/cpu_shader`](https://github.com/linebender/vello/tree/main/src/cpu_shader)
directories and subdirectories thereof are alternatively licensed under
the Unlicense ([shader/UNLICENSE](shader/UNLICENSE) or <http://unlicense.org/>).
the Unlicense ([shader/UNLICENSE](https://github.com/linebender/vello/tree/main/shader/UNLICENSE) or <http://unlicense.org/>).
For clarity, these files are also licensed under either of the above licenses.
The intent is for this research to be used in as broad a context as possible.

The files in subdirectories of the [`examples/assets`](examples/assets) directory are licensed solely under
The files in subdirectories of the [`examples/assets`](https://github.com/linebender/vello/tree/main/examples/assets) directory are licensed solely under
their respective licenses, available in the `LICENSE` file in their directories.

## Contribution

Contributions are welcome by pull request. The [Rust code of conduct] applies.

Unless you explicitly state otherwise, any contribution intentionally submitted
for inclusion in the work by you, as defined in the Apache-2.0 license, shall be
licensed as above, without any additional terms or conditions.

[piet-metal]: https://github.com/linebender/piet-metal
[direct2d]: https://docs.microsoft.com/en-us/windows/win32/direct2d/direct2d-portal
[`wgpu`]: https://wgpu.rs/
[Xilem]: https://github.com/linebender/xilem/
[rust code of conduct]: https://www.rust-lang.org/policies/code-of-conduct
Expand All @@ -236,5 +280,4 @@ licensed as above, without any additional terms or conditions.
[GhostScript tiger]: https://commons.wikimedia.org/wiki/File:Ghostscript_Tiger.svg
[winit]: https://github.com/rust-windowing/winit
[Bevy]: https://bevyengine.org/
[`wgsl-analyzer`]: https://marketplace.visualstudio.com/items?itemName=wgsl-analyzer.wgsl-analyzer
[Requiem for piet-gpu-hal]: https://raphlinus.github.io/rust/gpu/2023/01/07/requiem-piet-gpu-hal.html
6 changes: 6 additions & 0 deletions crates/encoding/src/encoding.rs
Original file line number Diff line number Diff line change
Expand Up @@ -69,6 +69,9 @@ impl Encoding {
self.path_tags.is_empty()
}

#[doc(alias = "clear")]
// This is not called "clear" because "clear" has other implications
// in graphics contexts.
/// Clears the encoding.
pub fn reset(&mut self) {
self.transforms.clear();
Expand Down Expand Up @@ -472,6 +475,9 @@ pub struct Resources {

#[cfg(feature = "full")]
impl Resources {
#[doc(alias = "clear")]
// This is not called "clear" because "clear" has other implications
// in graphics contexts.
fn reset(&mut self) {
self.patches.clear();
self.color_stops.clear();
Expand Down
3 changes: 3 additions & 0 deletions src/cpu_dispatch.rs
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,9 @@
// SPDX-License-Identifier: Apache-2.0 OR MIT

//! Support for CPU implementations of compute shaders.
//!
//! Note that while this CPU implementation is useful for testing and debugging,
//! a full CPU fallback for targets without wgpu hasn't been implemented yet.

use std::{
cell::{Ref, RefCell, RefMut},
Expand Down
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