[mapserver-dev] OpenGL Contribution

Steve Lime Steve.Lime at dnr.state.mn.us
Fri Dec 12 15:01:55 EST 2008


Hi all: I wanted to bring an offline conversation I've been having to the -dev list for further consideration.
Toby Rahilly and Jonathan Bourke have developed OpenGL support for MapServer and would like to contribute
it to the main code base. I've seen output from their work and it looks nice. One big benefit is performance 
under the right circumstances. Seems like a very interesting addition to MapServer.

I've attached a draft RFC they put together. If folks think this is something worthwhile pursuing then I'd
propose creating a branch in svn for them to work in. Other ideas welcome.

Steve

-------------- next part --------------
Author
Toby Rahilly toby.rahilly at gmail.com 
Jonathan Bourke bourke.jf at gmail.com 

Overview

This RFC proposes the addition of an Opengl Rendering module to MapServer for
faster rendering of images.

Presently MapServer supports AGG rendering for high quality anti-aliased images.
Although AGG is capable of high quality images, and is  significantly faster
than GD rendering, it is still not fast enough to suit desirable use cases such
as live on-demand rendering.

Opengl is seen as a solution that can provide high performance rendering by
making use of hardware specially designed for real-time rendering. Current
Opengl prototypes are capable of rendering maps an order of magnitude faster
than AGG with similar image quality.

Technical Solution

The Opengl rendering module interface and path will be very similar to the
current AGG rendering module. Like AGG, the Opengl module will make use of GD
for I/O of the results. However due to the nature of Opengl there are a few key
implementation differences that are worth noting.

Opengl can make use of pre-rendered textures. All symbols can be pre-rendered
and stored as an Opengl texture, when they are used in rendering a map, the
rendered texture is simply copied onto the image buffer with transformations.
This can hugely increase the performance of complex and heavily
repeated symbols, such as train tracks, because not only do they need
to be only rendered once,
Opengl also handles the repetition and transformations which it has been heavily
optimised for.

Labels also benefit from this method greatly, as an entire alphabet can be
pre-rendered and stored as textures. When a curved label is to be drawn, the
Opengl module simply places the rotated textures of the characters.

Pre-rendered textures of symbols can also be shared between different map
rendering instances. For this reason it is suggested that the rendering path be
modified slightly, such that when a mapfile with opengl rendering is first
loaded, all the symbols are pre-rendered and stored on the map object. This
drastically increases the performance of batch rendering.

Another notable difference between AGG and Opengl is that Opengl is incapable of
rendering into main memory, and instead renders into a inaccessible buffer in
video memory. This means the image must be rendered into video memory in
OpengGL, then copied to the GD image buffer before saving the result.

C API Changes

As the Opengl module follows very closely to the AGG implementation, very little
change has to be made to the core of MapServer. Minor changes are made to the
following files to add a rendering path for Opengl:

mapdraw.c mapdrawgdal.c maperror.c maplegend.c mapoutput.c mapraster.c
mapresample.c maputil.c

No new functionality is added to these files, rather just else-if blocks.

The bulk of Opengl functionality will be found in mapogl.cpp.

Mapfiles

An output block like this will trigger Opengl rendering:

OUTPUTFORMAT
 NAME 'OGL_PNG24'
 DRIVER OGL/PNG
 IMAGEMODE RGB
END


Issues

* The guts of opengl rendering occurs inside of opengl drivers. Opengl drivers
vary from hardware and operating system, and the rendering techniques
vary with them.
What this means is that maps rendered on different computers can have different
results, such as color shades, anti-aliasing quality and performance.

* Although Opengl is cross platform, each operating system has a different
method of setting up an Opengl context to render into. Currently we have an
implementation for pre-vista windows.



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