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# Phase 1: C-Based GPU Emulator (34 Months)
**Objective**: Build a minimal GPU emulator in C, linked against PortableGL, to simulate a basic rendering pipeline with a command buffer-driven architecture.
**Tasks**:
- **Proposed Architecture Design**:
- Define a `gpu_state` struct containing command buffer, rasterizer state, shader core state, and memory (VRAM, framebuffer).
- Design a pure or in-place `tick` function to process commands and update `gpu_state`.
- Specify a command buffer format (e.g., tagged union for draw, bind, state commands).
- **PortableGL Integration**:
- Wrap or modify PortableGL to enqueue OpenGL commands (e.g., `glDrawArrays`, `glBindTexture`) into the GPUs command buffer.
- Bypass PortableGLs rendering pipeline to use the custom GPU model for processing.
- **Core Components**:
- Implement a command processor to dequeue and dispatch commands.
- Develop a simple vertex and fragment shader executor (C functions).
- Create a rasterizer for triangle scan conversion and fragment generation.
- Simulate GPU memory as a byte array for vertex buffers, textures, and framebuffer.
- **Testing**:
- Test with PortableGLs “hello triangle” example to render a single triangle.
- Output the framebuffer to a file (e.g., PPM image) for verification.
- **Documentation**:
- Document the C models architecture, command buffer format, and PortableGL integration.
- Provide setup instructions for building and running the emulator.