I’ve been thinking about something similar for a while,
and am toying with the idea of building the rendering pipeline as a typed
expression. It’s all very hand-wavey thoughts at the moment, but I reckon
it’s possible to define a function that describes the pipeline you want
to establish and then ‘compile’ that expression into an executable
object.
It’s equivalent to defining the graph of the pipeline and
compiling that into an executable sequence.
They key thing is it separates the definition of what you want
to do (the expression) from the stateful execution. A major bonus is all resource
allocation/deallocations can be extracted late on in the process, which offers
the potential for clever resource usage strategies. Increased efficiency is
actually why I’m interested in pursuing it.
Not a small amount of work though. Any thoughts?
Ta,
Sam
From: hopengl-bounces@haskell.org
[mailto:hopengl-bounces@haskell.org] On Behalf Of Conal Elliott
Sent: 21 July 2009 17:15
To: hopengl@haskell.org; minh thu
Subject: Re: [HOpenGL] Pure, garbage-collected graphics resources
Thanks for these comments
Anyway, I've not a clear picture of what you have in mind (especially,
at which point in time a, say, VBO should be considered to be part of
things to be rendered). Often, a data structure (say Blah) is created
in a pure way then given to some kind of run :: Blah -> IO () function
for "interpretation". Why not mirror the OpenGL API in a purely
data-centric way then give the data to the run function ?
This "data-centric" style (I like that term) is exactly what I like
to do in all of my libraries, and it's what I'm doing again now. OpenGL
types are hidden in the library implementation, and the exposed semantics is
unaffected by the imperativeness of OpenGL (just as the semantics of Integer is
unaffected by the imperativeness of 'print').
And then I find myself in an implementation puzzle. My 'run' function
(for the purely functional type) involves creating VBOs and textures, which
greatly accelerate rendering. I want to *reuse* these resources without
mutation (i.e. reuse the content, not the memory), which is easy if they're
wrapped up as functional values that go into my higher-level functional values,
but tricky if they get created only during 'run'. Another example is
shader programs, which I synthesize and then never mutate.
Since I'm using this graphics data in a purely functional way, I want both
creation and destruction to be handled in a functional way, i.e., lazy
evaluation and garbage collection, with no visible IO. I think we can
finally get there, now that we have dependable prompt execution of C-based
finalizers.
However, I do not think robust finalization can be added on top of the Ptr
type, which is used in HOpenGL, because GHC optimizations often drop
constructors (like Ptr) keeping only the contents, which allows finalizers to
get called much too soon. Some examples of this general problem are
mentioned in the addFinalizer documentation [1]. I think a solution would
be to replace Ptr with ForeignPtr in HOpenGL.
- Conal
[1] http://www.haskell.org/ghc/docs/latest/html/libraries/base/System-Mem-Weak.html#v%3AaddFinalizer
On Tue, Jul 21, 2009 at 4:30 AM, minh thu <noteed@gmail.com> wrote:
2009/7/21 Conal Elliott <conal@conal.net>:
> I'd like to use some
OpenGL resources (VBOs, textures, shaders, and shader
> programs) in a functional way, with immutability, garbage collection, and
> IO-free creation interfaces. Has anyone played with doing such a
thing? I
> guess the GC part would involve foreign pointers with foreign finalizers
> (which now run promptly in GHC iiuc). I don't know of any reliable
way to
> add finalizers to Ptr values, because of the unboxing problem [1].
>
> One tricky issue is that graphics context initialization must take place
> before any of these "pure" resources get evaluated. If the
APIs allowed
> access to to multiple graphics contexts, things would get stickier.
>
> Comments?
Hi,
I wanted to point you to a paper (Stretching the storage manager: weak
pointers and stable names in Haskell) but see you're one of the
authors.
As you say, there is the notion of context. I guess you can create the
context with something explicitely in IO, like
createContext :: IO Context
then implementing the "pure" resources as data structure referencing
the context.
Anyway, I've not a clear picture of what you have in mind (especially,
at which point in time a, say, VBO should be considered to be part of
things to be rendered). Often, a data structure (say Blah) is created
in a pure way then given to some kind of run :: Blah -> IO () function
for "interpretation". Why not mirror the OpenGL API in a purely
data-centric way then give the data to the run function ?
Although the OpenGL C API is imperative, it maps fairly well to a
data-centric approach.