# Phase 1: C-Based GPU Emulator (3–4 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 GPU’s command buffer. - Bypass PortableGL’s 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 PortableGL’s “hello triangle” example to render a single triangle. - Output the framebuffer to a file (e.g., PPM image) for verification. - **Documentation**: - Document the C model’s architecture, command buffer format, and PortableGL integration. - Provide setup instructions for building and running the emulator.