Skip to content


Subversion checkout URL

You can clone with HTTPS or Subversion.

Download ZIP
branch: master
Fetching contributors…

Cannot retrieve contributors at this time

259 lines (221 sloc) 13.375 kb
TODO list:
1) Post process AA-fuzz. Basic idea is that we use MRT:
Buffer0 : holds color values
Buffer1 : holds an ID tuple: (itemID, drawCallId, shaderID, other?)
where itemID is essentially the ID used in the index lookup of per-item-uniorms.
Then we say two items are different if the Buffer1 values are different and adapt "Second-Depth Anti-Aliasing"
where the "second depth buffer and edge detection" are done via
Buffer1 values being different.
Another very simple approach for post process AA-fuzz is to
just use the depth buffer, if the depth values are different
then blend the neighbor texels.
Regardless of how we detect if a pixel comes from a different
UI item, we can dramatically simplify Humas' techinique for us
as follows:
We need to only look up 2 depth values, the texel
we are at and the one on the left.
If the depth values are different, then the UI
item is different and we simply then output the
color as the average of the pixel on the left
and the current pixel. If same, we just output
the current pixel.
2) For both curve analytic and analytic fonts, use multi-resolution texture
structure. Essentially the look up is as follows:
T1= I1.xy +*tex;
T2= L2.xy +*text
Likely N=1 or 2 is enough. Note that the above allows for that different portions
of the font are stored at different resolutions. For line analytic
this can dramactially cut down on storage since most of the glyph is
empty of any lines. For curve analytic, we can have those regions where
the curve density is high to be more dense, cutting down on rendering
issues from too low resolution data.
3) Better nodes. There is a really big chance that node-cache misses are
killing our perforamnce wehn there are tens of thousands of nodes.
Considering that the whole point of WRATH is to have lots and lots
of items this is a serious issue. For example:
./qt-image-demo fullscreen=true image_dir=images/blob count=2000 draw_text=false ignore_time=true v_x=500 v_y=500 draw_text=false item_font_scale_factor=0.4 text_renderer=2 -geometry 800x480 number_z_perspective_layers=3 font_pow2=true text="30000 images" item_size_x=3 item_size_y=3 fullscreen=false count=30000
102 frames in 11839 ms
Res=( 800, 480 )
N=30000 [116.069 ms per frame, 8.61559 FPS]
stats per frame:
atlas size=( 2048, 2048 )
thus the bottleneck is either the GPU load itself, or whatever is done on a
per-node basis... I am concerned about a cache-miss fiasco....
4) Derived classes to WRATHLayerNodeValuePackerBase:
a) Finish implementing WRATHLayerNodeValuePackerTextureFixed
b) uniform buffer object packer
c) texture buffer object packer
5) WRATHTiledImage and WRATHTiledImageItem. Basic idea is that a
WRATHTiledImage breaks an image into chunks (say 32x32 or something)
which are put as is into a large texture atlast. Then in addition
to those chunks, it has an index texture to "convert" texture
coordinate relative to the original image into texture coordinates
of chunks. The catches to do this are:
a) the chunks all need to be on the same texture.
This is not an issue with GL_TEXTURE_2D_ARRAY or GL_TEXTURE_3D,
but an issue for non-extended GLES2.
b) OR we bite the bullet and somehow allow multiple textures?!!
c) OR we bite the bullet and use cube map texture as a 6 layer 2d texture
For WRATHWebKit, also include an option that tiles have a hash value
attached to them and when hashes match, not to recreate a tile, but to
reuse it. The use case is that many webpages send a few large images
which have all their image data, but the large image has large amounts
of empty.
6) Related to (5), update WRATHBrush and related classes so that the
sampling from the texture(s) can be customized (now it is always
texture(2D) and the sampler is always exactly one sampler2D).
Along similiar lines, one can then changing filtering for example,
bi-cubic filtering as well.
7) WRATHAttributeStoreAllocator: Make the class singleton, so that the
look up of getting a suitable WRATHAttributeStore is global rather
than per WRATHCanvas
8) Implement Blinn-Loop Fonts. This requires the following infrastructure changes:
a) WRATHTextAttributePacker is expected to interpret non-texture fonts correctly.
The best way to handle this is the following:
i) in WRATHGenericTextAttributePacker check if the font is an SVG font,
and if so always use the sub quad packing since that is just triangles
ii) either hide the attributes from an attribute packer or allow for
multiple different attribute packing for WRATHDefaultTextAttributePacker
depending upon if the font is pure SVG, pure texture or hybrid
iii) either have that WRATHFontShaderSpecifier either has multiple
vertex shaders (for each of SVG, texture or both), OR define
symbols so that shaders can auto adjust themselves via #ifdef
b) rename WRATHTextureFont to WRATHFont. Add an enumeration declaring if a font
is a texture font, SVG font or both.
c) crazily enought, mix fonts is still possible!
9) Transparent WRATHLayer:
a) via render to texture
b) via double render of opaque items:
i) first render to depth buffer only with color writes off
ii) second render to color buffer, with depth test as GL_EQUAL with blending on
The ugly with b) is that if there is a transparent item within a transparent WRATHLayer
the above gets much more complicated to do.
10) WRATHGLProgram: have a set of operations that the program
executes when it is unbound [for example disabling clip planes],
along those lines also finish implementing for WRATHLayerItemNodeTranslate
per-node clipping using gl_ClipDistance and/or gl_ClipVertex
11) update all shaders to obey the macros:
12) figure out a scheme to avoid running the fragment shader twice
on glyphs without saying "just draw them as transparent".
Non-text transparent draws also hit the depth buffer, and only front most
transparent element is seen and then draw text after those transparent
draws as "pure transparent", i.e. two pass rendering. Then after
those non-text transparent items are drawn, then draw the text
with not writing to depth buffer and blending on. This assumes
that text is not-transparent and "always on top".
The issue is that a post-AA is not good enough for text because
we cannot just discard at <0.5 for when glyphs are small.
13) Plumbing issues:
a) Rather than use virtual functions for the interface of adding
per-node values, pass along a type instead. For the actual
adding is not an issue, the main issue is checking if a shader
stage supports per-node values. Ideally this is determined
statically at compile time and the things that add the per-node
values, will use the type tag to figure out what to do.
The main reason is that what shader to use dramatically
depends on what stages the values can be added. Admittedly,
one can make the shaders have macro defines to handle it
correctly anyways though. OR just dictate that a valid
node packer must support all shader stages. On a related note,
when shader source's can be layered (for example repeat gradient
ontop of Linear or Radial gradient), it should be possible
to provide a "hint" for the add per-node value method, via
an overload so that if the values are only needed in the
fragment shader, then they are only there.
b) shader stages outside of GL_VERTEX_SHADER and GL_FRAGMENT_SHADER
are not well supported in the plumbing:
- WRATHShaderBrushSourceHoard does not forward the brush coordinates,
or for that matter other needed values at all except between
vertex and fragment shader
- WRATHLayerItemDrawerFactory does not correctly forward the item index
correctly between stages beyond vertex to fragment [fails to note that
in geometry shader the value is an array, fails to note it's natrure
correctly in tesselation shaders]
c) The precision tag for all classes derived from WRATHBaseSource
should likely be dropped. Instead, those classes just report
what precision they use. Ditto for WRATHShaderBrushSourceHoard
d) WRATHLayerItemDrawState should include state do buffer bindings
(for example for uniform buffer objects). Those bindings
should not just be WRATHBufferObjects, but something that
just implements some kind of bind method (or returns arguments
to feed to GL bind functions). The use case is for streaming
data to GL via triple buffering where the data is written
in the simulation thread and the actual bind object has 3 buffer
objects where the two not mapped to memory are read and written
to by the simulation thread.
e) Change interface for node packing stuff so that it can be used
even in the non-Node setting. Additionally, tweak the source
of the array that are written to allow better streaming.
f) Tweak WRATHLayerItemNodeBase::extract_values() interface to
also pack a derivative value for each value. Then add to
the implementation of WRATHLayerNodeValuePackerBase to
add to the values the derivative mutliplied by time.
Doing so will allow one to run a simulation thread much slower
than the rendering thread. The main caveat is that some values
(like entries of a rotation matrix) are highly non-linear
and therefore their interpolation needs to be done differently.
14) WRATHShapeAttributePacker uses the WRATHAbstractSink interface, as such
it is not possible from the function declarations to say if the index data
is GLushort, GLubyte or GLuint. Currently there all are unsigned short,
but perhaps an extra argument to specify the index type would make it
"better". Ditto for WRATHTextAttributePacker
15) WRATHRawDrawData: the kernel API essentially says the only drawing
command that WRATH understands is glDrawElements. To get other kinds
of glDrawFoo commands, we need create another class "DrawCommandExecutor"
where DrawCommand classes append "index ranges" to the DrawCommandExecutor
which in turn then does the draw command as needed.
16) There is a dangerous API inconsitency in the pointer<T>(int, int) methods
for WRATHAttributeStore, WRATHBufferAllocator, WRATHAbstractDataSink
- WRATHAttributeStore the first argument is an offset in units of sizeof(T)
- WRATHBufferAllocator and WRATHAbstractDataSink the first argument is an offset in units of _BYTES_
Should we somehow make this consistent?
17) Finish implementing:
- WRATHShapeDistanceField (inc/WRATH/shape/WRATHShapeDistanceField.hpp, -Implement.tcc, -Types.tcc)
- WRATHAntiAliasFillShapeAttributePacker (inc/WRATH/shape/WRATHAntiAliasFillShapeAttributePacker.hpp)
- WRATHSVGFont (inc/WRATH/text/WRATHSVGFont.hpp)
- WRATHLayerNodeValuePackerTextureFixed (inc/WRATH/layer/node_packers/WRATHLayerNodeValuePackerTextureFixed.hpp)
- stroking, right now only solid or no stroking are supported (i.e. dotted/dashed stroking is missing)
18) WRATHFontDatabase is far from complete and should be regarded as a rough sketch. The following are missing:
- Recording what unicode pages a font supports or for that matter requesting a font based off of
required unicode pages
- Font propertiet bold should not be a flag but a value (like those used in CSS)
- Font selection should be font selection as specified in CSS/HTML
- Font merging can be quite off at times, likely from that unicode page
support missing.
- Relying on Freetype into the API is going to comeback to haunt me; it would
be better to have an API wrap around it to:
-- query glyph properties: placement, kerning, etc
-- request font geometry
-- request font coverage map
In addition the kerning query requires a lock on the font,
which is silly; it would be best to get that table out from
the font source and use it directly without needing a lock.
A nice bonus would be to have font shaping support, but that
opens an entire new can of ugly worms.
19) WRATHText API: implement a stream value, obeyed by WRATHTextItem that allows one to
specifies uniforms. The catch is to make logic so that adding a uniform
without having added characters yet adds the uniform to the current
uniform set.
20) Generic: make so that all GLSL functions, variables and macros coming from WRATH
are prefixed with wrath_, wrath_, and WRATH_ respectively.
Jump to Line
Something went wrong with that request. Please try again.