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lib/raxol/terminal/renderer/gpu_renderer.ex
defmodule Raxol.Terminal.Renderer.GPURenderer do
@moduledoc """
GPU-accelerated terminal renderer.
This module provides hardware-accelerated rendering capabilities for the terminal,
utilizing the GPU for improved performance. It includes:
- Hardware-accelerated text rendering
- GPU-based buffer management
- Optimized render pipeline
- Performance monitoring and optimization
## Features
- GPU-accelerated text rendering
- Hardware-accelerated buffer management
- Efficient render pipeline
- Performance optimization
- Memory management
- Resource pooling
"""
alias Raxol.Terminal.{ScreenBuffer, Renderer}
@type t :: %__MODULE__{
renderer: Renderer.t(),
gpu_context: map(),
render_pipeline: map(),
buffer_pool: map(),
performance_metrics: map()
}
defstruct [
:renderer,
:gpu_context,
:render_pipeline,
:buffer_pool,
:performance_metrics
]
@spec new(Renderer.t(), keyword()) :: t()
def new(renderer, opts \\ []) do
gpu_context = initialize_gpu_context(opts)
render_pipeline = create_render_pipeline(gpu_context)
buffer_pool = initialize_buffer_pool(gpu_context)
performance_metrics = initialize_performance_metrics()
%__MODULE__{
renderer: renderer,
gpu_context: gpu_context,
render_pipeline: render_pipeline,
buffer_pool: buffer_pool,
performance_metrics: performance_metrics
}
end
@doc """
Renders the screen buffer using GPU acceleration.
## Parameters
* `gpu_renderer` - The GPU renderer instance
* `opts` - Rendering options
## Returns
Tuple containing {output, updated_gpu_renderer}
"""
@spec render(t(), keyword()) :: {String.t(), t()}
def render(gpu_renderer, opts \\ []) do
start_time = System.monotonic_time()
# Prepare buffers for rendering
{vertex_buffer, index_buffer} = prepare_buffers(gpu_renderer)
# Update GPU resources
update_gpu_resources(gpu_renderer, vertex_buffer, index_buffer)
# Execute render pipeline
output = execute_render_pipeline(gpu_renderer, opts)
# Update performance metrics
end_time = System.monotonic_time()
updated_renderer =
update_performance_metrics(gpu_renderer, start_time, end_time)
{output, updated_renderer}
end
@doc """
Updates the render pipeline configuration.
## Parameters
* `gpu_renderer` - The GPU renderer instance
* `config` - The new pipeline configuration
## Returns
Updated GPU renderer instance
"""
@spec update_pipeline(t(), map()) :: t()
def update_pipeline(gpu_renderer, config) do
updated_pipeline =
update_render_pipeline(gpu_renderer.render_pipeline, config)
%{gpu_renderer | render_pipeline: updated_pipeline}
end
@doc """
Gets the current performance metrics.
## Parameters
* `gpu_renderer` - The GPU renderer instance
## Returns
Map containing performance metrics
"""
@spec get_performance_metrics(t()) :: map()
def get_performance_metrics(gpu_renderer) do
gpu_renderer.performance_metrics
end
@doc """
Optimizes the render pipeline based on current performance metrics.
## Parameters
* `gpu_renderer` - The GPU renderer instance
## Returns
Updated GPU renderer instance with optimized pipeline
"""
@spec optimize_pipeline(t()) :: t()
def optimize_pipeline(gpu_renderer) do
metrics = gpu_renderer.performance_metrics
optimized_pipeline =
apply_optimizations(gpu_renderer.render_pipeline, metrics)
%{gpu_renderer | render_pipeline: optimized_pipeline}
end
# Private helper functions
defp initialize_gpu_context(opts) do
# Initialize GPU context with provided options
%{
# Will be set by GPU driver
device: nil,
capabilities: detect_gpu_capabilities(),
settings: Map.new(opts)
}
end
defp create_render_pipeline(_gpu_context) do
# Create GPU render pipeline with stages
%{
stages: [
{:vertex_processing, create_vertex_stage()},
{:fragment_processing, create_fragment_stage()},
{:output_merging, create_output_stage()}
],
culling_enabled: false,
instanced_rendering: false,
batch_size: 100
}
end
defp initialize_buffer_pool(_gpu_context) do
# Initialize buffer pool with empty vertex and index buffers
%{
vertex_buffers: %{},
index_buffers: %{},
uniform_buffers: %{},
staging_buffers: %{},
max_vertex_buffers: 10,
max_index_buffers: 10,
max_uniform_buffers: 5,
max_staging_buffers: 5,
buffer_size: 1024
}
end
defp initialize_performance_metrics do
# Initialize performance tracking metrics
%{
frame_times: [],
memory_usage: %{},
gpu_utilization: %{},
render_calls: 0
}
end
defp prepare_buffers(gpu_renderer) do
# Prepare vertex and index buffers for rendering
vertex_buffer = allocate_vertex_buffer(gpu_renderer)
index_buffer = allocate_index_buffer(gpu_renderer)
{vertex_buffer, index_buffer}
end
defp update_gpu_resources(gpu_renderer, vertex_buffer, index_buffer) do
# Update GPU resources with new buffer data
update_vertex_buffer(gpu_renderer, vertex_buffer)
update_index_buffer(gpu_renderer, index_buffer)
end
defp execute_render_pipeline(gpu_renderer, opts) do
# Execute the render pipeline with the given options
pipeline = gpu_renderer.render_pipeline
# Process each stage in the pipeline
pipeline.stages
|> Enum.reduce(gpu_renderer, &execute_stage(&1, &2, opts))
|> finalize_rendering()
end
defp update_performance_metrics(gpu_renderer, start_time, end_time) do
# Update performance metrics with timing information
frame_time =
System.convert_time_unit(end_time - start_time, :native, :millisecond)
metrics = gpu_renderer.performance_metrics
updated_metrics = %{
metrics
| frame_times: [frame_time | Enum.take(metrics.frame_times, 59)],
render_calls: metrics.render_calls + 1
}
%{gpu_renderer | performance_metrics: updated_metrics}
end
defp detect_gpu_capabilities do
# Detect available GPU capabilities
%{
shader_model: detect_shader_model(),
max_texture_size: detect_max_texture_size(),
compute_capability: detect_compute_capability()
}
end
defp create_vertex_stage do
# Create vertex processing stage
%{
# Will be set by GPU driver
shader: nil,
input_layout: %{},
vertex_buffers: %{}
}
end
defp create_fragment_stage do
# Create fragment processing stage
%{
# Will be set by GPU driver
shader: nil,
render_targets: %{},
depth_stencil: %{}
}
end
defp create_output_stage do
# Create output merging stage
%{
blend_state: %{},
depth_stencil_state: %{},
rasterizer_state: %{}
}
end
defp allocate_vertex_buffer(gpu_renderer) do
# Allocate vertex buffer from pool
pool = gpu_renderer.buffer_pool
# Check if a buffer is available in the pool
case Map.get(pool.vertex_buffers, :available) do
nil ->
# Create new buffer if none available
buffer_id = generate_buffer_id()
new_buffer = %{id: buffer_id, data: [], size: 1024}
updated_pool = %{
pool
| vertex_buffers: Map.put(pool.vertex_buffers, buffer_id, new_buffer)
}
# Return the buffer, not the updated renderer
new_buffer
buffer ->
# Use existing buffer from pool
buffer
end
end
defp allocate_index_buffer(gpu_renderer) do
# Allocate index buffer from pool
pool = gpu_renderer.buffer_pool
# Similar to vertex buffer allocation
case Map.get(pool.index_buffers, :available) do
nil ->
buffer_id = generate_buffer_id()
new_buffer = %{id: buffer_id, data: [], size: 512}
# Return the buffer, not the updated renderer
new_buffer
buffer ->
buffer
end
end
defp update_vertex_buffer(_gpu_renderer, buffer) do
# Update vertex buffer with new data
case buffer do
%{id: id, data: data} when is_list(data) ->
# Validate and update buffer data
updated_buffer = %{buffer | data: validate_vertex_data(data)}
{:ok, updated_buffer}
_ ->
# Invalid buffer format
{:error, :invalid_buffer}
end
end
defp validate_vertex_data(data) do
# Validate vertex data format and constraints
data
|> Enum.filter(fn vertex -> is_list(vertex) and length(vertex) >= 2 end)
end
defp update_index_buffer(gpu_renderer, buffer) do
# Update index buffer with new data
case buffer do
%{id: id, data: data} when is_list(data) ->
# Validate and update buffer data
updated_buffer = %{buffer | data: validate_index_data(data)}
{:ok, updated_buffer}
_ ->
# Invalid buffer format
{:error, :invalid_buffer}
end
end
defp validate_index_data(data) do
# Validate index data format and constraints
data
|> Enum.filter(fn index -> is_integer(index) and index >= 0 end)
end
defp execute_stage({stage_name, stage}, gpu_renderer, opts) do
# Execute a single pipeline stage
case stage_name do
:vertex_processing -> process_vertex_stage(stage, gpu_renderer, opts)
:fragment_processing -> process_fragment_stage(stage, gpu_renderer, opts)
:output_merging -> process_output_stage(stage, gpu_renderer, opts)
_ -> gpu_renderer
end
end
defp finalize_rendering(gpu_renderer) do
# Finalize rendering by preparing output for display
case gpu_renderer do
%{output_data: output_data} when not is_nil(output_data) ->
# Convert output data to display format
display_output = convert_to_display_format(output_data)
display_output
_ ->
# No output data available, return empty result
""
end
end
defp convert_to_display_format(output_data) do
# Convert GPU output data to terminal display format
# For now, return a placeholder string
"GPU_RENDERED_OUTPUT"
end
defp detect_shader_model do
# Detect available shader model
"5.0"
end
defp detect_max_texture_size do
# Detect maximum texture size
16_384
end
defp detect_compute_capability do
# Detect compute capability
"7.5"
end
defp update_render_pipeline(pipeline, config) do
# Update pipeline configuration with the provided config
stages = pipeline.stages
updated_stages =
stages
|> Enum.map(fn {stage_name, stage_config} ->
case Map.get(config, stage_name) do
nil -> {stage_name, stage_config}
new_config -> {stage_name, Map.merge(stage_config, new_config)}
end
end)
%{pipeline | stages: updated_stages}
end
defp apply_optimizations(pipeline, metrics) do
# Apply performance optimizations based on metrics
case metrics do
%{frame_times: [latest | _]} when latest > 16 ->
# Frame time > 16ms, apply aggressive optimizations
optimize_for_performance(pipeline)
%{render_calls: calls} when calls > 1000 ->
# High render call count, optimize batching
optimize_batching(pipeline)
_ ->
# Default optimization
pipeline
end
end
defp optimize_for_performance(pipeline) do
# Reduce shader complexity and enable culling
%{
pipeline
| stages: Enum.map(pipeline.stages, &simplify_stage/1),
culling_enabled: true
}
end
defp optimize_batching(pipeline) do
# Enable instanced rendering and reduce draw calls
%{pipeline | instanced_rendering: true, batch_size: 1000}
end
defp simplify_stage({name, stage}) do
{name, %{stage | shader_complexity: :low}}
end
defp generate_buffer_id do
:crypto.strong_rand_bytes(8) |> Base.encode16()
end
defp process_vertex_stage(stage, gpu_renderer, _opts) do
# Process vertex data through the vertex shader
case stage do
%{shader: shader, input_layout: layout} when not is_nil(shader) ->
# Apply vertex transformation and pass to next stage
transformed_vertices = apply_vertex_shader(shader, layout, gpu_renderer)
%{gpu_renderer | vertex_data: transformed_vertices}
_ ->
# No shader available, pass through unchanged
gpu_renderer
end
end
defp apply_vertex_shader(_shader, _layout, gpu_renderer) do
# Apply vertex transformations (identity for now)
gpu_renderer.vertex_data || []
end
defp process_fragment_stage(stage, gpu_renderer, _opts) do
# Process fragment data through the fragment shader
case stage do
%{shader: shader, render_targets: targets} when not is_nil(shader) ->
# Apply fragment shading and pass to next stage
shaded_fragments = apply_fragment_shader(shader, targets, gpu_renderer)
%{gpu_renderer | fragment_data: shaded_fragments}
_ ->
# No shader available, pass through unchanged
gpu_renderer
end
end
defp apply_fragment_shader(_shader, _targets, gpu_renderer) do
# Apply fragment shading (identity for now)
gpu_renderer.fragment_data || []
end
defp process_output_stage(stage, gpu_renderer, _opts) do
# Process output data through the output stage
case stage do
%{
blend_state: blend_state,
depth_stencil_state: depth_stencil_state,
rasterizer_state: rasterizer_state
} ->
# Apply blending, depth testing, and rasterization
output_data =
apply_output_stage(
blend_state,
depth_stencil_state,
rasterizer_state,
gpu_renderer
)
%{gpu_renderer | output_data: output_data}
_ ->
# No output stage available, pass through unchanged
gpu_renderer
end
end
defp apply_output_stage(
blend_state,
depth_stencil_state,
rasterizer_state,
gpu_renderer
) do
# Apply output stage processing (blending, depth testing, rasterization)
# For now, return a placeholder output
case gpu_renderer do
%{fragment_data: fragment_data} when not is_nil(fragment_data) ->
# Process fragment data through output stage
process_fragments_through_output_stage(
fragment_data,
blend_state,
depth_stencil_state,
rasterizer_state
)
_ ->
# No fragment data available, return empty output
[]
end
end
defp process_fragments_through_output_stage(
fragment_data,
blend_state,
depth_stencil_state,
rasterizer_state
) do
# Process fragments through the output stage
# This is a placeholder implementation
fragment_data
|> Enum.map(fn fragment ->
# Apply blending if enabled
blended_fragment = apply_blending(fragment, blend_state)
# Apply depth/stencil testing if enabled
tested_fragment =
apply_depth_stencil_testing(blended_fragment, depth_stencil_state)
# Apply rasterization
rasterized_fragment =
apply_rasterization(tested_fragment, rasterizer_state)
rasterized_fragment
end)
end
defp apply_blending(fragment, blend_state) do
# Apply blending operations
# Placeholder implementation
fragment
end
defp apply_depth_stencil_testing(fragment, depth_stencil_state) do
# Apply depth and stencil testing
# Placeholder implementation
fragment
end
defp apply_rasterization(fragment, rasterizer_state) do
# Apply rasterization operations
# Placeholder implementation
fragment
end
end