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Update book documentation with implementation details
- WGSL Shaders: Add SDF-based rendering, vertex/fragment shaders, custom effects (gradients, shadows, outlines) - GPU Rendering: Add pipeline stages, WebGPU resources, text rendering, instanced rendering, Canvas2D fallback - Pacha: Document URI parsing, local/remote loading, retry config, HTTP client interface, WASM integration - Changelog: Update coverage stats to 91.18% line, 94.97% function, 3,423 tests 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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book/src/advanced/gpu-rendering.md

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# GPU Rendering
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WebGPU-accelerated rendering via Trueno-Viz.
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Presentar uses WebGPU for hardware-accelerated rendering, achieving 60fps performance for complex UIs.
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## Pipeline
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## Architecture
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```
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Draw Commands → Vertex Buffer → WGSL Shader → Framebuffer
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┌─────────────────────────────────────────────────────────────┐
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│ Widget Tree │
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│ └── paint() → RecordingCanvas │
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├─────────────────────────────────────────────────────────────┤
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│ Draw Commands │
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│ └── Batch by type (rects, circles, text) │
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├─────────────────────────────────────────────────────────────┤
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│ Instance Buffer │
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│ └── [pos, size, color, corner_radius, shape_type] │
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├─────────────────────────────────────────────────────────────┤
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│ WGSL Shader │
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│ └── SDF-based rendering with anti-aliasing │
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├─────────────────────────────────────────────────────────────┤
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│ WebGPU Pipeline │
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│ └── Instanced draw call → Framebuffer │
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└─────────────────────────────────────────────────────────────┘
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```
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## Backend Selection
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## Pipeline Stages
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### 1. Draw Command Collection
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```rust
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// Auto-select best backend
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let backend = Backend::auto();
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// Widget paints to RecordingCanvas
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fn paint(&self, canvas: &mut RecordingCanvas) {
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canvas.fill_rect(self.bounds, self.color);
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canvas.draw_text(&self.label, position, style);
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}
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```
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// Force specific backend
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let backend = Backend::WebGPU;
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let backend = Backend::Software; // Fallback
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### 2. Command Batching
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```rust
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// Commands batched by type for efficient rendering
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struct RenderBatch {
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instances: Vec<Instance>,
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texture: Option<TextureHandle>,
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}
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// Single draw call for many primitives
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let rect_batch = batch_rects(&draw_commands); // 100 rects → 1 call
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let text_batch = batch_text(&draw_commands); // 50 glyphs → 1 call
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```
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## Batching
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### 3. Instance Buffer Upload
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Commands batch by type for efficiency:
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```rust
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pub struct Instance {
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pub pos: [f32; 2], // Screen position
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pub size: [f32; 2], // Width, height
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pub color: [f32; 4], // RGBA
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pub corner_radius: f32, // Border radius
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pub shape_type: u32, // 0=rect, 1=circle, 2=text
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}
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// Upload to GPU
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queue.write_buffer(&instance_buffer, 0, bytemuck::cast_slice(&instances));
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```
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100 FillRect → 1 draw call
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50 DrawText → 1 draw call (shared atlas)
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### 4. Shader Execution
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```wgsl
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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// SDF-based shape with anti-aliased edges
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let d = sdf_rounded_rect(local_pos, half_size, corner_radius);
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let alpha = 1.0 - smoothstep(-1.0, 1.0, d);
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return vec4<f32>(in.color.rgb, in.color.a * alpha);
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}
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```
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## Texture Atlas
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## WebGPU Resources
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Text glyphs share a texture atlas:
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### Configuration
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```rust
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// Glyph cache
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struct GlyphCache {
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pub struct WebGpuConfig {
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pub canvas_id: String,
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pub power_preference: PowerPreference,
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pub present_mode: PresentMode,
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pub max_instances: usize,
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pub glyph_atlas_size: u32,
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}
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impl Default for WebGpuConfig {
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fn default() -> Self {
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Self {
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canvas_id: "canvas".to_string(),
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power_preference: PowerPreference::HighPerformance,
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present_mode: PresentMode::Fifo,
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max_instances: 10_000,
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glyph_atlas_size: 1024,
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}
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}
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}
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```
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### Resource Management
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```rust
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pub struct GpuResources {
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device: Device,
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queue: Queue,
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surface: Surface,
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pipeline: RenderPipeline,
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uniform_buffer: Buffer,
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instance_buffer: Buffer,
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glyph_atlas: Texture,
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glyph_sampler: Sampler,
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}
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impl GpuResources {
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pub fn render_instances(&self, instances: &[Instance]) {
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// Single instanced draw call
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render_pass.draw(0..6, 0..instances.len() as u32);
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}
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}
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```
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## Text Rendering
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### Glyph Cache
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```rust
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pub struct GlyphCache {
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atlas: Texture,
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glyphs: HashMap<GlyphKey, GlyphInfo>,
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regions: HashMap<GlyphKey, AtlasRegion>,
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next_position: (u32, u32),
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row_height: u32,
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}
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#[derive(Hash, Eq, PartialEq)]
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pub struct GlyphKey {
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pub codepoint: char,
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pub font_size: u16,
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pub font_id: u16,
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}
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pub struct AtlasRegion {
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pub u: f32,
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pub v: f32,
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pub width: f32,
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pub height: f32,
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}
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```
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## Performance
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### Text Layout
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| Operation | CPU | GPU |
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|-----------|-----|-----|
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| 1000 rects | 5ms | 0.5ms |
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| Text (100 glyphs) | 10ms | 1ms |
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| Full frame | 15ms | 2ms |
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```rust
157+
pub struct TextLayout {
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pub glyphs: Vec<PositionedGlyph>,
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pub bounds: Rect,
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pub baseline: f32,
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}
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## Fallback
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pub fn layout_text(
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text: &str,
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font: &Font,
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size: f32,
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max_width: Option<f32>,
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) -> TextLayout {
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// Use fontdue for glyph metrics
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// Position glyphs with kerning
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// Handle word wrapping
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}
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```
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Software rendering for testing:
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## Performance Characteristics
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| Operation | CPU Only | GPU Accelerated | Speedup |
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|-----------|----------|-----------------|---------|
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| 1000 rectangles | 5ms | 0.5ms | 10x |
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| 100 text glyphs | 10ms | 1ms | 10x |
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| Full frame (complex UI) | 15ms | 2ms | 7.5x |
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| 10000 rectangles | 50ms | 1ms | 50x |
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## Instanced Rendering
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```rust
187+
// Vertex buffer: unit quad
188+
const QUAD_VERTICES: &[Vertex] = &[
189+
Vertex { position: [-1.0, -1.0], uv: [0.0, 0.0] },
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Vertex { position: [ 1.0, -1.0], uv: [1.0, 0.0] },
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Vertex { position: [ 1.0, 1.0], uv: [1.0, 1.0] },
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Vertex { position: [-1.0, -1.0], uv: [0.0, 0.0] },
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Vertex { position: [ 1.0, 1.0], uv: [1.0, 1.0] },
194+
Vertex { position: [-1.0, 1.0], uv: [0.0, 1.0] },
195+
];
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197+
// Each instance transforms the quad
198+
render_pass.set_vertex_buffer(0, vertex_buffer.slice(..));
199+
render_pass.set_vertex_buffer(1, instance_buffer.slice(..));
200+
render_pass.draw(0..6, 0..instance_count);
201+
```
202+
203+
## Canvas2D Fallback
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205+
For browsers without WebGPU support:
206+
207+
```rust
208+
pub struct Canvas2dRenderer {
209+
context: CanvasRenderingContext2d,
210+
}
211+
212+
impl Canvas2dRenderer {
213+
pub fn render(&self, commands: &[DrawCommand]) {
214+
for cmd in commands {
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match cmd {
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DrawCommand::FillRect { rect, color } => {
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self.context.set_fill_style(&color.to_css());
218+
self.context.fill_rect(
219+
rect.x.into(),
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rect.y.into(),
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rect.width.into(),
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rect.height.into(),
223+
);
224+
}
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// ... other commands
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}
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}
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}
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}
230+
```
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## Software Rendering (Testing)
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```rust
56235
#[cfg(test)]
57-
let renderer = SoftwareRenderer::new();
236+
pub struct SoftwareRenderer {
237+
buffer: Vec<u32>,
238+
width: u32,
239+
height: u32,
240+
}
241+
242+
impl SoftwareRenderer {
243+
pub fn new(width: u32, height: u32) -> Self {
244+
Self {
245+
buffer: vec![0; (width * height) as usize],
246+
width,
247+
height,
248+
}
249+
}
250+
251+
pub fn pixel_at(&self, x: u32, y: u32) -> u32 {
252+
self.buffer[(y * self.width + x) as usize]
253+
}
254+
}
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```
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## Best Practices
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1. **Minimize state changes** - Batch similar primitives together
260+
2. **Use texture atlases** - Single bind for all glyphs
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3. **Prefer SDF shapes** - Resolution-independent, GPU-friendly
262+
4. **Sort transparent objects** - Back-to-front for correct blending
263+
5. **Reuse buffers** - Resize rather than reallocate
264+
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## Verified Test
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62267
```rust
63268
#[test]
64-
fn test_gpu_rendering_abstraction() {
65-
// RecordingCanvas abstracts GPU details
66-
use presentar_core::RecordingCanvas;
269+
fn test_gpu_rendering_batching() {
270+
// Batching reduces draw calls
271+
struct Batch {
272+
commands: Vec<DrawCommand>,
273+
}
274+
275+
impl Batch {
276+
fn new() -> Self {
277+
Self { commands: vec![] }
278+
}
279+
280+
fn add(&mut self, cmd: DrawCommand) {
281+
self.commands.push(cmd);
282+
}
283+
284+
fn draw_call_count(&self) -> usize {
285+
// Group by shape type
286+
let mut types = std::collections::HashSet::new();
287+
for cmd in &self.commands {
288+
types.insert(cmd.shape_type());
289+
}
290+
types.len()
291+
}
292+
}
293+
294+
#[derive(Clone)]
295+
enum DrawCommand {
296+
Rect,
297+
Circle,
298+
Text,
299+
}
300+
301+
impl DrawCommand {
302+
fn shape_type(&self) -> u32 {
303+
match self {
304+
Self::Rect => 0,
305+
Self::Circle => 1,
306+
Self::Text => 2,
307+
}
308+
}
309+
}
310+
311+
let mut batch = Batch::new();
312+
313+
// Add 100 rects - should be 1 draw call
314+
for _ in 0..100 {
315+
batch.add(DrawCommand::Rect);
316+
}
317+
assert_eq!(batch.draw_call_count(), 1);
318+
319+
// Add circles - now 2 draw calls
320+
batch.add(DrawCommand::Circle);
321+
assert_eq!(batch.draw_call_count(), 2);
322+
}
323+
324+
#[test]
325+
fn test_instance_buffer_layout() {
326+
// Instance struct layout for GPU
327+
#[repr(C)]
328+
struct Instance {
329+
pos: [f32; 2],
330+
size: [f32; 2],
331+
color: [f32; 4],
332+
corner_radius: f32,
333+
shape_type: u32,
334+
}
335+
336+
// Verify alignment (important for GPU buffers)
337+
assert_eq!(std::mem::size_of::<Instance>(), 40);
338+
assert_eq!(std::mem::align_of::<Instance>(), 4);
339+
340+
let instance = Instance {
341+
pos: [100.0, 200.0],
342+
size: [50.0, 30.0],
343+
color: [1.0, 0.0, 0.0, 1.0],
344+
corner_radius: 5.0,
345+
shape_type: 0,
346+
};
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68-
let canvas = RecordingCanvas::new();
69-
assert_eq!(canvas.command_count(), 0);
348+
assert_eq!(instance.pos, [100.0, 200.0]);
349+
assert_eq!(instance.shape_type, 0);
70350
}
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```

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