Files
t5de-renderer/docs/architecture.md
T
2026-10-28 07:39:30 -07:00

74 lines
4.9 KiB
Markdown

# Architecture
The renderer is two programs:
- **The adapter**, `t5deRenderEngine.dll` (32-bit, `adapter/`): a renderer plugin IMVU Classic loads in place of its
OpenGL renderer (selected by the `t5de-renderer` patch in the `t5de` repository). It implements IMVU's
`PiRenderEngine` interface (`include/t5de/imvu/`, `docs/interface.md`) and passes what the client draws to the
renderer process. It stays thin: IMVU's process is 32-bit (4 GB of address space shared with Python, Gecko and
IMVU's own code) and tied to Visual C++ 2010's ABI.
- **The renderer process**, `t5de-renderer.exe` (64-bit, `renderer/`): draws, with
[Diligent Engine](https://github.com/DiligentGraphics/DiligentCore) (Apache-2.0). Being 64-bit and separate, it can
use any modern API and library, isn't limited by the client's address space, and can crash without taking the
client down.
Why Diligent: one API over Direct3D 11 (every Windows PC, and software rendering on machines without a graphics
driver), Direct3D 12 and Vulkan (ray tracing, mesh shaders), and WebGPU (browsers, for a possible future client).
It's built with CMake and fetched by `FetchContent`, pinned to a commit (`renderer/CMakeLists.txt`); only the
Direct3D 11 backend is built for now.
## How they talk
`include/t5de/protocol/` is shared by both builds, so it uses fixed-size fields only. For each engine the client
creates (each 3D view, and again on room changes), the adapter:
1. creates a shared memory channel (`Local\t5de-renderer-<pid>-<n>`) holding IMVU's window handle and a frame
count, and an event set after each frame;
2. starts `t5de-renderer.exe --channel <name> --parent <pid>` from its own folder;
3. sets the event at each `endRendering`, and sets `closing` when the engine is destroyed.
The renderer process draws into a child window it creates inside the client's window: window handles are valid in
every process, and Windows allows child windows across processes (Chrome's GPU process works this way). The child
is disabled so mouse input goes to the client's window under it, and the adapter gives the client's window
`WS_CLIPCHILDREN` so the client's own drawing stays out of it. The process exits when the engine is destroyed or the
client exits.
## Status
The renderer process draws the client's whole scene, over the right half of the 3D view, beside the client's own
Direct3D renderer on the left (the adapter still forwards everything to it). Checked in rooms with screenshots of
both renderers side by side (the compare view): they match, particles and the 2D overlay (name tags) included.
For comparing while the client runs (development):
- Views: `T5DE_RENDERER_VIEW` (off, split, full or compare) when the client starts, or
`%TEMP%\t5de-renderer-view.txt` holding one of those at any time. Compare draws the left half's scene over the
right half, so both renderers show the same thing side by side.
- `%TEMP%\t5de-renderer-shaders\fixed_function.hlsl`, if present, replaces the built-in shaders and is reloaded
when it changes.
- The renderer process runs from a copy (`%TEMP%\t5de-renderer`), so `t5de-renderer.exe` can be replaced while the
client runs; engines started afterwards run the new one (the room's view keeps its engine until the client
restarts).
- The adapter's log (`%TEMP%\t5de-renderer.log`) sums up what the client draws every 300 frames (the first few
times), and logs textures and render targets the client renderer made itself.
- The command stream (`include/t5de/protocol/commands.hpp`) carries state, transforms, lights, fog, textures,
buffers (copied when created or updated) and draws, in chunks through the channel; the adapter waits for each to
be taken, and gives up on a renderer process that stops taking them (the client's renderer carries on).
- The renderer process reproduces IMVU's Direct3D 9 setup (`renderer/shaders/fixed_function.hlsl`), particles
included (point sprites, drawn as instanced squares), with a pipeline per combination of states.
- Speed: on a PC with a graphics card, a room frame takes about 2 ms to draw (some 430 draws), and the time from
the client finishing a frame to ours being presented is about 3 ms: the halves can't be told apart, even while
the camera moves. On the development VM (software rendering, over Remote Desktop) drawing takes 8 to 60 ms, and
the right half visibly trails, mostly from compositing another process's window over Remote Desktop. The
renderer process draws only the newest frame when it falls behind, and keeps at most one frame queued.
Next: render targets (offscreen frames are skipped), the renderer process drawing the whole view in place of the
client's renderer, and one renderer process for all of a client's views.
## Building
Two presets, one per architecture: `cmake --workflow --preset adapter` (32-bit, with the tests) and
`cmake --workflow --preset renderer` (64-bit; the first configure fetches and builds Diligent). Both programs go in
the client's folder.