pathfinder/doc/architecture.md

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# Pathfinder 3 Architecture
## Rendering pipeline
![](architecture.svg)
Quoted timings are for the Ghostscript tiger at 1600×1600 pixels, 8-bit RGBA destination, 2017
MacBook Pro, Intel Core i7-7920HQ CPU @ 3.10GHz, (quad-core with hyperthreading), Intel HD Graphics
630 1536 MB.
### CPU
#### Simplify
Across all paths in parallel:
* Apply transforms.
* Convert strokes to fills.
* Make curves monotonic.
#### Tile
Across all paths in parallel:
* Cut paths into 16×16 tiles.
* Approximate curves with lines.
* Flag tiles that consist entirely of a solid color.
#### Cull
Sequentially (<span style="text-transform: lowercase; font-variant: small-caps">TODO</span>: in parallel):
* Cull tiles occluded by solid-color tiles.
#### Pack
Sequentially:
* Gather up and compress per-instance data produced by the tile pass into batches.
* Upload to GPU.
Approximate CPU time for the tile, cull, and pack passes: 2.2 ms.
### GPU
#### Fill
In parallel:
* Rasterize all edges to an alpha coverage framebuffer (16-bit single-channel floating point).
Approximate GPU time: 2.6 ms.
#### Shade
In parallel:
* Draw solid-color tiles. (Z-buffer is not needed because we did occlusion culling in software.)
* Shade tiles back-to-front using the alpha mask generated during the fill step.
Approximate GPU time: 2.3 ms.