23 lines
1.5 KiB
Markdown
23 lines
1.5 KiB
Markdown
# Phase 1: C-Based GPU Emulator (3–4 Months)
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**Objective**: Build a minimal GPU emulator in C, linked against PortableGL, to simulate a basic rendering pipeline with a command buffer-driven architecture.
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**Tasks**:
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- **Proposed Architecture Design**:
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- Define a `gpu_state` struct containing command buffer, rasterizer state, shader core state, and memory (VRAM, framebuffer).
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- Design a pure or in-place `tick` function to process commands and update `gpu_state`.
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- Specify a command buffer format (e.g., tagged union for draw, bind, state commands).
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- **PortableGL Integration**:
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- Wrap or modify PortableGL to enqueue OpenGL commands (e.g., `glDrawArrays`, `glBindTexture`) into the GPU’s command buffer.
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- Bypass PortableGL’s rendering pipeline to use the custom GPU model for processing.
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- **Core Components**:
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- Implement a command processor to dequeue and dispatch commands.
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- Develop a simple vertex and fragment shader executor (C functions).
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- Create a rasterizer for triangle scan conversion and fragment generation.
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- Simulate GPU memory as a byte array for vertex buffers, textures, and framebuffer.
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- **Testing**:
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- Test with PortableGL’s “hello triangle” example to render a single triangle.
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- Output the framebuffer to a file (e.g., PPM image) for verification.
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- **Documentation**:
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- Document the C model’s architecture, command buffer format, and PortableGL integration.
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- Provide setup instructions for building and running the emulator. |