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[rlgl] Software renderer support?

Open raysan5 opened this issue 1 year ago • 39 comments

Just a tentative issue to study the possibility of supporting basic software rendering using the new library: https://github.com/Bigfoot71/PixelForge

raysan5 avatar Apr 21 '24 16:04 raysan5

I'm currently working on verifying that all the necessary features for rlgl are implemented and reviewing the API to facilitate its integration.

Firstly, we should therefore think about how to update the window framebuffer in a simple and efficient way.

The first idea that comes to mind would be, roughly, to add a #ifdef SOFTWARE_RENDERING case in the EndDrawing() function and proceed with the update here, but this goes beyond the "framework of rlgl."

And there are also other points that may require consideration, such as the fact that "textures" are not managed via identifiers by PixelForge but are full-fledged structures.

Bigfoot71 avatar Apr 21 '24 16:04 Bigfoot71

is that replacing OpenGL?

MrScautHD avatar Apr 22 '24 19:04 MrScautHD

is that replacing OpenGL?

For software rendering; Yes Entirely: No


@raysan5 Otherwise, if the fact that textures are managed via structs and not by identifiers with PixelForge is an issue for its integration into raylib, there is TinyGL by Fabrice Bellard, and another repository that has taken it up: https://github.com/C-Chads/tinygl/tree/main

I don't plan to change the fact that textures are managed by structs to do like TinyGL, my library is intended to be inspired by the OpenGL 1 API but not entirely copied.

Perhaps TinyGL would be much simpler to integrate than PixelForge in this regard. On the other hand, the fact that glOrtho is missing in TinyGL can also be problematic for raylib...

I have almost implemented everything necessary compared to TinyGL, and plan to implement the missing functions, some of which have already been done like glOrtho or glPointSize for example.

Bigfoot71 avatar Apr 26 '24 14:04 Bigfoot71

Also, one thing I've considered is that mesh uploading to the GPU happens automatically in most cases, which might need to be reviewed, perhaps with definition checks.

And UploadMesh should be removed, no ? (or rather that the function does nothing)

The Material structure would also need to be reconsidered in the case of software rendering support.

It's quite tight since raylib uses glfw by default, we'll have to deal with OpenGL directly.

With SDL, it's simpler because we can easily access a window's surface and update it directly, SDL handles everything in the background.


Edit: For the issue of textures not being managed by ID in PixelForge, we could perhaps do something like typedef pfTexture Texture2D; for its integration into raylib?

But this suggestion clearly falls outside the scope of RLGL.

After checking, I realize that if we intend to make this addition to raylib from rlgl, it would require modifying a certain number of function signatures, which is not feasible.

PixelForge therefore does not seem to be the most suitable choice unfortunately for doing it this way.

TinyGL would be much simpler to implement, but it would require a version that adds at least support for 'glOrtho'.

I would be happy to do it if it's for raylib!

Bigfoot71 avatar Apr 28 '24 00:04 Bigfoot71

One thing I'm thinking about all this...

The basic idea would be to enable software rendering via rlgl, but that would remove OpenGL support from rlgl (for software rendering), while it would still be needed with glfw in the context of raylib, so using OpenGL outside of rlgl seems odd to me.

If you say rlgl can, for example, handle texture updates via OpenGL itself while being compiled in "software" mode, I would find that even stranger.

The ideal solution would therefore be to allow the use of both rendering modes, via a switch between the two modes for example.

Well, it's easy to say, but much harder to do properly, it's just an idea.

Bigfoot71 avatar Apr 28 '24 01:04 Bigfoot71

Another promising implementation is PortableGL from @rswinkle.

RobLoach avatar Apr 30 '24 17:04 RobLoach

Another promising implementation is PortableGL from @rswinkle.

I am look at like the pook. Impressive.

colesnicov avatar Apr 30 '24 19:04 colesnicov

Another promising implementation is PortableGL from @rswinkle.

I am look at like the pook. Impressive.

Really yes, we really need to look into this further, it would be great at first glance for raylib

Bigfoot71 avatar Apr 30 '24 19:04 Bigfoot71

It sounds promising. A software renderer may enable more use cases of Raylib, such as image rendering on servers without OpenGL context.

bohonghuang avatar May 14 '24 14:05 bohonghuang

@bohonghuang Actually that use case is already possible with provided Image*() functions, latest commit https://github.com/raysan5/raylib/commit/4c9282b09025677a90e5e54ffe142824560163b6 also allows Font loading with no need of an OpenGL context / GPU.

raysan5 avatar Aug 24 '24 18:08 raysan5

@Bigfoot71 What is the state of PixelForge? I've seen you keep working on it and you also have some raylib examples!

raysan5 avatar Aug 24 '24 18:08 raysan5

@raysan5 Yes, indeed, I'm still working on it, although I'm struggling to find time for it.

Currently, I'm focusing on SSE(x)/AVX2 optional support before moving on to other optimization ideas for its architecture.

But as I mentioned, I'm currently severely lacking time...

You can find the current progress on SIMD support here: https://github.com/Bigfoot71/PixelForge/pull/3

These advancements include SIMD-compatible bilinear sampling and some other nice little things.

Bigfoot71 avatar Aug 25 '24 03:08 Bigfoot71

I don't know anything about the implementation of graphics APIs, but I can share some of my own experiences with OpenGL and Software Rendering. There are some edge case devices like my HP Probook 4430s, which has broken OpenGL support on Windows. It still runs OpenGL, but it is very much slow, and I have seen that in games like Doom, Software Rendering is much more faster on my PC than OpenGL (old or modern) ever is.

Even though I'm certain Raylib would benefit from Software Rendering, if Raysan and the other contributors deem it unwanted, it's fine as well. Most people do fine with OpenGL, and it doesn't seem to be going away anytime soon. Vulkan support seems to have stagnated, and most people target DirectX (90% of games on Steam in 2023)

dineth-lochana avatar Sep 02 '24 06:09 dineth-lochana

I would love to see a software renderer here. I have some projects that just don't need all of what acceleration provides and it would be nice not having to depend on whatever the popular flavor of graphics API that there is.

I was wondering (and I know just enough to cause damage) would it be possible with the SDL backend to use their software rendering? I don't know if that would make things easier or if it would make it harder with getting it into Raylib or is it better if it is going to be done that it's Raylib's own implementation (or a small header library implementation).

wwderw avatar Sep 04 '24 22:09 wwderw

@wwderw raylib already has everything needed under the hood to do simple rendering of 2D shapes or images within other images. Here, the question of software rendering would be to be able to use all of raylib's rendering functions, including those like DrawCube, DrawMesh, DrawModel, etc., to perform direct rendering to the screen in a software manner. Therefore including the steps of clipping, rasterization, color blending, etc...

Edit: What you would do with SDL, that is, create a surface, draw your pixels, and update the window surface or your renderer, is equivalent in raylib to creating an image, drawing in it, and then updating a texture that you subsequently render to the screen

Bigfoot71 avatar Sep 05 '24 00:09 Bigfoot71

@Bigfoot71 already has everything needed under the hood to do simple rendering of 2D shapes or images within other images. Here, the question of software rendering would be to be able to use all of raylib's rendering functions, including those like DrawCube, DrawMesh, DrawModel, etc., to perform direct rendering to the screen in a software manner. Therefore including the steps of clipping, rasterization, color blending, etc...

Edit: What you would do with SDL, that is, create a surface, draw your pixels, and update the window surface or your renderer, is equivalent in raylib to creating an image, drawing in it, and then updating a texture that you subsequently render to the screen

Yep, just know enough to cause damage. Fact that I didn't think that it already had some capability shows it right there.

wwderw avatar Sep 05 '24 00:09 wwderw

what's the point of using software rendering in Raylib - if Raylib uses OpenGL anyway??

ElectroidDes1 avatar Oct 03 '24 13:10 ElectroidDes1

For lower-end devices where OpenGL isn't available. Think raylib on a Gameboy.

RobLoach avatar Oct 03 '24 13:10 RobLoach

I like Raylib. But I ran into a minor problem. I only have 4FPS on Raspberry PI 2B :( I haven't found out where the problem is. So now I'm going to try native libDRM, but I haven't tested FPS.

colesnicov avatar Oct 03 '24 19:10 colesnicov

@raysan5 I am personally ready to work on this issue, but we need to agree on how it should function and how we should implement it.

Initially, I considered rewriting a version of rlgl.h that only includes the features it already has for OpenGL 1.1, but that would still be very limited, especially given the current implementation of rlgl.h for GL 1.1, such as the lack of lighting management...

Or the other solution would be to use a third-party library. In both cases, the rendering would be done in our own RAM buffer, and we would need to determine where and how, depending on the platform and the window management library, to update the final framebuffer with our buffer.

Some platforms may allow direct writing to the 'final framebuffer', while others may not, which can be a problematic implementation detail.

Have you thought about this? If you prefer the first method, I can start on it right away. If you prefer the second method, we should look into which library to use.

  • TinyGL has almost all the features of OpenGL 1.2, and I find it really very efficient.
  • PortableGL seems less efficient but handles shaders through function pointers, however.
  • Mesa, but this would be the same as running raylib on a machine with a Mesa driver, so no modifications would be needed...

I also think that if the goal is to render 3D graphics on limited embedded hardware, we should either use TinyGL or create our own minimalist implementation. Otherwise, Mesa already does the job on older machines...

Bigfoot71 avatar Oct 03 '24 21:10 Bigfoot71

@Bigfoot71

I also think that if the goal is to render 3D graphics on limited embedded hardware, we should either use TinyGL or create our own minimalist implementation. Otherwise, Mesa already does the job on older machines...

TinyGL does not support OpenGL ES2!

colesnicov avatar Oct 03 '24 23:10 colesnicov

@colesnicov

TinyGL does not support OpenGL ES2!

Indeed, I mentioned this clearly in my message (GL 1.2), but if the goal is execution on embedded hardware, shader support is likely to be very difficult to implement.

The most "obvious" issue is that you need to manage the interpolation of a variable number of attributes, which themselves can be of different types. Then there are also the "varyings" that need to be interpolated between vertices, which can also vary in number and type.

It’s already quite complicated to write such a system. I’ve tried it in C before, but it quickly became a real nightmare to manage. If I’m not mistaken, the creator of PortableGL chose to write that part in C++

Also, how are we going to manage shaders? The approach taken by PortableGL, which is to use function pointers, seems ideal to me, but probably not suitable for raylib. The other option would be to write a GLSL interpreter/compiler (?) ...

Edit: Yes, a GLSL interpreter is simply unthinkable for pixel-by-pixel processing, so the answer is in the question...

Bigfoot71 avatar Oct 04 '24 01:10 Bigfoot71

Hi, author of PortableGL here, thought I'd chime in and correct a few things.

Indeed, I mentioned this clearly in my message (GL 1.2), but if the goal is execution on embedded hardware, shader support is likely to be very difficult to implement.

PortableGL already does without modification as long as the hardware supports C99 and 32 bit floats (even soft floats though that would be monstrously slow)

The most "obvious" issue is that you need to manage the interpolation of a variable number of attributes, which themselves can be of different types. Then there are also the "varyings" that need to be interpolated between vertices, which can also vary in number and type.

It’s already quite complicated to write such a system. I’ve tried it in C before, but it quickly became a real nightmare to manage. If I’m not mistaken, the creator of PortableGL chose to write that part in C++

It's really not that complicated. I have a whole section on that in my README(see section on TTSIOD). Long story short, no type information is needed, just how many floats you need to interpolate. Also I'm confused by what you mean by distinguishing between interpolation of attributes and "also the "varyings"". Attributes are attributes, either they vary or they don't.

Also PortableGL is pure C. You can write shaders in pure C. The built in shader library shaders are in C. I just use C++ in many demos/examples for operator overloading to make it easier and more comparable to GLSL.

Also, how are we going to manage shaders? The approach taken by PortableGL, which is to use function pointers, seems ideal to me, but probably not suitable for raylib. The other option would be to write a GLSL interpreter/compiler (?) ...

From some discussions about using PortableGL for raylib here it really would work perfectly fine. As I understand it Raylib uses a few set shaders which if not already covered by the standard shader library would be easy enough to port. Users custom shaders (if they used any, if Raylib even supports that) would have to be ported by the user of course.

EDIT: wrong link

rswinkle avatar Oct 04 '24 05:10 rswinkle