Hi Ptyl,
On Wed, 2014-09-17 at 15:45 +0300, Ptyl Dragon wrote:
ok, then we'll use GL2.1. we'll make sure we use only API used in ES 2
too.
The whole situation around different GL versions vs. mismatching GLES
versions etc. is too horrible for words =) my hope is that we could
support OpenGL 3.2 - to get a good Mac baseline, and fallback for Linux
where we can.
We need simple thing. after all, we are not making a First Person
Shooter. For starters we are just making a 2d rendering engine
=)
I don't think i follow. Is the idea is to keep using the current
rendering mechanism, and just use OpenGL to render lines and
rectangles?
I guess that's a good first start.
in any case, for tiled rendering, we want to render all the elements
in the tile together and at once, per tile. If this is all done by
OpenGL, it would ensure the performance we require.
Sure - doesn't that follow from a pure OpenGL renderer ?
Also note that in tiled rendering, notions like copyArea are
irrelevant, as by definition, each tile contains nothing of the
neighboring tiles.
The copyArea stuff is interesting; my hope is that we could get rid of
that mess; however that intersects with some of the paint / timer work
that is also planned for the interns - since we currently defer
re-painting of various things to a timeout.
1. what exactly is the thing that is already working on desktop?
(explanation + code pointers)
We have some nice cross-platform GL context creation going on that
Markus created I believe (sadly he is away from a PC / E-mail from now)
- which should be easy to re-use.
2. what are VCL plugins? Does VCL have a plugin infrastructure ? does
it use dynamic linking (if so, it won't work for iOS)? it would be
great if someone could direct me to some code pointers that show how
this plugin infrastructure works
The backends have the vcl/inc/ API including salgdi there to implement;
but on Linux we can choose dynamically between many of these backends
eg. KDE3, KDE4, GTK2, GTK3, raw-X etc.
3. I'm not sure if i saw the OpenGL development plan, so i'd be happy
if anyone could direct me to it.
I've just forwarded you some rough notes.
I want to learn all there is to learn, so to be able to actively
expedite this front (i.e hack the way myself)
Sure - so I think one thing we need to get unwound (and that you
identified and raised) is the issue of immediate rendering.
If we go for immediate rendering; then we need to render to an
off-screen frame-buffer, and then we can fool around with copyArea
etc. ;-) [ this is not such a terrible thing to do of course but not
ideal ].
If we instead collect damage from immediate rendering, and then just
trigger a full re-render of that area using an OpenGL context - then
that might work better: and overlap with tiled rendering.
In the end / long-run we'd want to rid ourselves of immediate
rendering, and emit damage events not in window co-ordinates but
document co-ordinates (IMHO etc.). But of course - as a first step
killing all immediate rendering is a great idea.
Chris Sherlock was having a look at this problem in the past - with an
aim of stopping Windows deriving from OutputDevice - such that it's not
even possible to go rendering on Windows in an un-controlled way at any
time.
It would be great - Noel - perhaps this is something you could do ? =)
if we could find all instances of method calls on OutputDevice that
occur in a method that is not a child of some 'Paint' or render
method ;-) [ that would give us a hit-list ] - I'm not sure if that is
Clang-plugin-able ? ;-) [ how is the view of the call-graph from there
].
Ideally all rendering is done to a transient context that is passed in
only for the duration of the rendering call.
As Markus is now on vacation, perhaps someone else can help me with
these issues? I don't want to stall a month now, as I believe we can
make progress in this time frame
Does any of the above help ?
If it will make things simple, efficient, and maintainable, then all
good with me, again, i'm an OpenGL noob, and i don't know where the
performance bottlenecks are Still, to prevent a waterfall scenario,
let's wait with the gradient handling, and the drawing layer
optimizations in general, until we have things working in VCL without
it.
Personally, I'm completely with you on: "First make something work" ;-)
then we can go for performance - but it'd be great to avoid making big
design / performance mistakes at the outset of course/
Hope that helps,
All the best,
Michael.
--
michael.meeks@collabora.com <><, Pseudo Engineer, itinerant idiot
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