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Update documentation #468
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Update documentation
PoignardAzur da454dd
Add more documentation
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Fix doc problems
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Add "clear" doc alias to "reset" method
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Documentation fixes
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Add final touches to documentation
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Merge branch 'main' into update_doc
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Remove stale TODO.
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doc-valid-idents = ["WebGPU", ".."] | ||
doc-valid-idents = ["WebGPU", "PostScript", ".."] |
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# Architecture | ||
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This document should be updated semi-regularly. Feel free to open an issue if it hasn't been updated in more than a year. | ||
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## Goals | ||
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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. | ||
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Vello emerges from being a research project, which attempts to answer these hypotheses: | ||
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- 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? | ||
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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. | ||
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Ideally, we'd like our documentation to be more structured; we may refactor it in the future (see [#488]). | ||
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## Roadmap | ||
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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. | ||
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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. | ||
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## File structure | ||
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The repository is structured as such: | ||
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- `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. | ||
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## Shader templating | ||
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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. | ||
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This preprocessor implements the following directives: | ||
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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) | ||
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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. | ||
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## Path encoding | ||
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See [Path segment encoding](./doc/pathseg.md) document. | ||
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## Intermediary layers | ||
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There are multiple layers of separation between "draw shape in Scene" and "commands are sent to wgpu": | ||
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- 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. | ||
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In principle, other backends could consume a `Recording`, but for now the only implemented wgpu backend is `WgpuEngine`. | ||
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### CPU rendering | ||
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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: | ||
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- 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. | ||
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Still, it's useful for testing and debugging. | ||
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[`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 |
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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.