Minimal Cross-Platform Graphics
11–20 of 67 posts
Re: Minimal Cross-Platform Graphics
#12I used to use a timer to limit the frame rate to 60 Hz too. But on Windows, I found that DwmFlush() seems to act like WaitVSync(), so I've been using that in preference for years now. I think this is undocumented behaviour. I guess what it actually does is wait until the compositor is ready for another frame. To be able to call that function, I LoadLibrary("dwmapi.dll"), and then GetProcAddress(dwm, "DwmFlush").
Re: Minimal Cross-Platform Graphics
#13I think this needs much more complexity to be useful. For the rendering, ideally it needs GPU support. Input needs much more work, here's an overview for Windows: http://blog.ngedit.com/2005/06/13/whats-broken-in-the-wm_key... Windows' Sleep() function has default resolution 15.6ms, that's not enough for realtime rendering, and relatively hard to fix, ideally need a modern OS and a waitable timer created with high re…
No direct access to the command buffers of the GPU? No matrix transform routines? No colorspaces besides RGB? Absolute non-starter.
Impossible given the platform limitations at that time, on Linux that code works on top of GLES 3.1. I didn't want too many Windows-only features there.
> No matrix transform routines?
There's no need for that. That library is for C#, which includes these routines in the standard library of the language for many years now, since .NET core 1.0: https://learn.microsoft.com/en-us/dotnet/api/system.numerics...
Re: Minimal Cross-Platform Graphics
#14Earlier quoted context omitted.
No direct access to the command buffers of the GPU? No matrix transform routines? No colorspaces besides RGB? Absolute non-starter.
> direct access to the command buffers of the GPU Impossible given the platform limitations at that time, on Linux that code works on top of GLES 3.1. I didn't want too many Windows-only features there. > No matrix transform routines? There's no need for that. That library is for C#, which includes these routines in the standard library of the language for many years now, since .NET core 1.0: https://learn.microsoft.…
Re: Minimal Cross-Platform Graphics
#15I used to use a timer to limit the frame rate to 60 Hz too. But on Windows, I found that DwmFlush() seems to act like WaitVSync(), so I've been using that in preference for years now. I think this is undocumented behaviour. I guess what it actually does is wait until the compositor is ready for another frame. To be able to call that function, I LoadLibrary("dwmapi.dll"), and then GetProcAddress(dwm, "DwmFlush").
Why not just use VSync?
vsync feedback support has to be queried (look at vulkan API/wayland API). Usually it is called "presentation" something.
Re: Minimal Cross-Platform Graphics
#16I think this needs much more complexity to be useful. For the rendering, ideally it needs GPU support. Input needs much more work, here's an overview for Windows: http://blog.ngedit.com/2005/06/13/whats-broken-in-the-wm_key... Windows' Sleep() function has default resolution 15.6ms, that's not enough for realtime rendering, and relatively hard to fix, ideally need a modern OS and a waitable timer created with high re…
No direct access to the command buffers of the GPU? No matrix transform routines? No colorspaces besides RGB? Absolute non-starter.
SDL already walked this path. So did pygame.
It turns out without shaders, and all their complexity, you basically can’t do anything useful at high resolutions.
/shrug
It’s too slow; compositing, transformations, all the things people want to do are very much harder to implement in software on top of a naive graphics stack.
Simple doesn’t mean naive; you can have a simple api that is excellent.
…but this is a naïve implementation, and it won’t work in any useful way at scale.
People complain about ballooning complexity, but they often forget that stuff (eg. specialised graphics hardware) wasnt invented by a bunch of idiots.
It was invented because the naive approach, that they used before was found to be in practice fundamentally limiting, inferior and failed to meet people’s expectations.
Of course, if you vastly lower your expectations, and target say, 320x240 at 8bit colour, you can happily have a naïve implementation that works just fine
(Don't believe me? Quote:
> Having this we can now draw complex polygons and would probably need a “flood fill” algorithm. Typically it is implemented using a queue of pixels to check and paint, but we can use recursion, as long as the filled area remains small enough to not overflow the stack
^ This is the very definition of a naive implementation, and https://github.com/zserge/fenster/blob/e71d493fa6d544243dd60... settings one pixel at a time, is too. Delightfully charming as it might be to write your own functions that set one pixel at a time, it's a joke, really, if you expect to do anything serious)
Re: Minimal Cross-Platform Graphics
#17Very cool! This example I think needs editing: memset(f->buf, rgb, f->width*f->height*sizeoof(uint32_t)); it's described as a way to "fill the complete framebuffer with a solid colour", but 'rgb' is shown in the previous snipped to be 'uint32_t'. That is not how 'memset()' [1] works, it will only use the least significant 8 bits of the 'int'-typed value argument. So it would use whatever blue bits where in 'rgb', onl…
.. (sizeof *f->buf) ..
Because otherwise thats one stray space char away from a bad day ..Re: Minimal Cross-Platform Graphics
#18Re: Minimal Cross-Platform Graphics
#19I think this needs much more complexity to be useful. For the rendering, ideally it needs GPU support. Input needs much more work, here's an overview for Windows: http://blog.ngedit.com/2005/06/13/whats-broken-in-the-wm_key... Windows' Sleep() function has default resolution 15.6ms, that's not enough for realtime rendering, and relatively hard to fix, ideally need a modern OS and a waitable timer created with high re…
It's a 2D framebuffer library for placing single pixels like in mode 13 *eyerolling* (GPUs are hardly useful for this type of stuff).
If you want something more complete, check out the sokol headers (shameless plug): https://floooh.github.io/sokol-html5/
...but that can hardly be called 'minimal' anymore.
Re: Minimal Cross-Platform Graphics
#20I think this needs much more complexity to be useful. For the rendering, ideally it needs GPU support. Input needs much more work, here's an overview for Windows: http://blog.ngedit.com/2005/06/13/whats-broken-in-the-wm_key... Windows' Sleep() function has default resolution 15.6ms, that's not enough for realtime rendering, and relatively hard to fix, ideally need a modern OS and a waitable timer created with high re…
> For the rendering, ideally it needs GPU support. It's a 2D framebuffer library for placing single pixels like in mode 13 *eyerolling* (GPUs are hardly useful for this type of stuff). If you want something more complete, check out the sokol headers (shameless plug): https://floooh.github.io/sokol-html5/ ...but that can hardly be called 'minimal' anymore.