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Rework postprocessor handling in GLMakie #4689
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Benchmark ResultsSHA: 84872f2cc5588a2ac62b41052cc18c9fe4795743 Warning These results are subject to substantial noise because GitHub's CI runs on shared machines that are not ideally suited for benchmarking. |
- reuse buffers when regenerating gl render pipeline - switch Connection from Dict to Vector - inline is_compatible and promote_type - cache pipeline
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Description
This pr aims to rework and streamline postprocesser handling. I would like to implement a system similar to Nodes in Blender or Unreal Blueprints to handle the render pipeline. I.e. describe the various operations in
render_frame()
(z sorting, rendering plots, running postprocessors) as Nodes with connectable inputs and outputs. These nodes and edges should be free of OpenGL, i.e. an abstraction of what the backend is doing. Resolving them should produce a set of necessary buffers for data transfer and a pipeline of backend tasks to run inrender_frame
.TODO/Plans/Changes:
maybe add task forsetup!()
is_compatible_with()
(only used symmetrical variant)Note: I started with this on #4150 and figured these changes can be done independently and are probably also useful independently. There is still some code related to that pr in here (e.g. glscene mentions) and I will probably make some decisions with that pr in mind.
Note 2: I'm mainly creating a pr for this now to get a benchmark and test history going.
Type of change
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... or maybe just internal rework for now?
Checklist