mirror of
https://github.com/GraphiteEditor/Graphite.git
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165 lines
No EOL
5.8 KiB
Text
165 lines
No EOL
5.8 KiB
Text
#spacing: 120
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#arrowSize: 0.5
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#leading: 1.5
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#gravity: 1
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#direction: down
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#bendSize: 0.2
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#.dependencies: visual=note direction=right title=bold
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#.client: visual=roundrect fill=lightgreen title=bold
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#.editor: fill=lightblue title=bold
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#.document: fill=darkorange title=bold
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#.renderer: fill=gold title=bold
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// Hierarchy
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[<dependencies> Core Libraries|
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[<client> Frontend Editor Client]
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[<client> Headless Editor Client]
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[<client> Application Client
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(like a game engine or game that renders .grd graphs at runtime)]
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[<editor> Editor Core Library]
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[<document> Document Core Library]
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[<renderer> Renderer Core Library]
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[Frontend Editor Client] Depends On -> [Editor Core Library]
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[Editor Core Library] Depends On -> [Document Core Library]
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[Headless Editor Client] Depends On -> [Document Core Library]
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[Document Core Library] Depends On -> [Renderer Core Library]
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[Application Client] Depends On -> [Renderer Core Library]
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]
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// Client
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[<client> Frontend Implementation|
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One of many possible frontend implementations,
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such as the native or web client.
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]
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[Frontend Implementation] -> Event [Editor Event Dispatcher]
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[<client> CLI Implementation|
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A possible text-based CLI program that
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wraps Graphite Document. Users can
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pass a .gdd document and operation to
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add to the document history by saving
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to the supplied .gdd file. Users can also
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pass a .gdd document and request a
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render. Caches are saved to disk.
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]
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[CLI Implementation] -> [Design Document Maintainer]
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// Editor
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[<editor> Editor Event Dispatcher|
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Convert all events from the frontend into Actions
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and Operations. Actions are diffs to update state
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stores. Operations are history events in a .gdd
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file. Operations and document-specific Actions
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include the document ID in the call.
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]
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[Editor Event Dispatcher] -> Action [Editor State Store]
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[Editor Event Dispatcher] -> Action [Open Documents State Store]
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[Editor Event Dispatcher] -> Update Bounds [Scheduler]
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[Editor Event Dispatcher] -> Operation [Design Document Maintainer]
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[<editor> Editor State Store|
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[<state> Panel Layout]|
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[<state> Working Colors]|
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[<state> Active Tool]|
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[<state> Tool Options]|
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[<state> Modifier Key Input]|
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[<state> Currently Hovered Panel]
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]
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[Editor State Store] -> [Frontend Implementation]
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[Editor State Store] -> [Tool State Machine]
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[<editor> Open Documents State Store|
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For each open document:|
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[<state> Pan and zoom viewport bounds]|
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[<state> Selected layers]
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]
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[Open Documents State Store] -> [Tool State Machine]
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[Open Documents State Store] -> [Frontend Implementation]
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[<editor> Tool State Machine|
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List possible operations in current context
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]
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[Tool State Machine] -> [Frontend Implementation]
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// Document
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[<document> Design Document Maintainer|
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Process each operation and apply changes to the given document's
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operation chain. Consolidate changes where possible by modifying
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the previous operation if it's the same as this one and append partial
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updates to operations from in-progress interactive tools.
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]
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[Design Document Maintainer] -> Design Document Diff [Render Graph Maintainer]
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[Design Document Maintainer] <-> Design Document [Open Documents File Store]
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[<document> Render Graph Maintainer|
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Bake operations into a complete graph including history references.
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Starting from the beginning of document history, each operation
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modifies the graph in a specific way. If an operation creates a node
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that references this point in history, duplicate the current graph pieces
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between the live graph and each additional history reference so
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changed nodes in history are "ghost variants" living in the live graph.
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]
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[Render Graph Maintainer] -> Render Graph [Scheduler]
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[Render Graph Maintainer] <-> Render Graph [Open Documents File Store]
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[<document>Open Documents File Store|
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Kept in-memory or written to disk.|
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For each open document:|
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[<state> Design Document (.gdd)]|
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[<state> Render Graph (.grd)]
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]
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// Renderer
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[<renderer> Scheduler|
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Manage a thread pool and GPU time. Perform progressive enhancement
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and speculative tile rendering. Request re-render of dirtied document within
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bounds and stitch them over dirty raster cache tiles. Maintain interactive
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responsiveness by targeting a minimum framerate and picking a requisite
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render quality level at all times. Precompute nodes downstream of changes
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when there is spare CPU thread pool and GPU time. Primary purpose is to
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keep the Precompute and Raster Tile caches up-to-date with minimal
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onscreen latency. Also notifies the Final Render Assembler when the cache
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tiles for the root document visible in bounds have finished being updated.
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]
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[Scheduler] -> [Node Rasterizer]
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[Scheduler] <-> [Node Cache Manager]
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[Scheduler] -> [Final Render Assembler]
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[<renderer> Node Cache Manager|
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Purges old or less useful cached data
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as necessary.|
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[<state> Precompute Node Cache|
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Prepare data for rasterization step.
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Evaluate algorithms (CPU or GPU).
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Changes when upstream changes.
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]|
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[<state> Raster Tile Node Cache|
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Must be fast, fragment shader only.
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Only reevaluate downstream.
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Reuse when panning.
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]
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]
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[Node Cache Manager] -> [Final Render Assembler]
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[<renderer> Node Rasterizer|
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Rasterize and update the cache for a specified node
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given a preferred bounds (but it can give a different
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sized output), resolution, and quality level.
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]
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[Node Rasterizer] <-> [Node Cache Manager]
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[<renderer> Final Render Assembler|
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Look up the rasterized cached tiles from
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the document root and assemble them into
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an image for live display by the frontend.
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Operates when woken up by the scheduler
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when root tiles or render bounds are updated.
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]
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[Final Render Assembler] --> Rendered Viewport [Frontend Implementation] |