Graphene

one of the challenges of writing a graphics library that is capable of doing what modern UI designers and developers expect is providing the required data types to achieve things like 3D transformations.

with the collective knowledge and attention to detail ((bordering on the OCD)) that the free and open source software community brings to the table I was actually surprised to see that all the code for doing vector and matrix math is usually tucked away into various silos that also come with canvas implementations, physics engines, and entire web browsers. it gets even worse when you want code that used features of modern (and less modern) hardware, and instead all you get are just naive implementations of four floating point values in a structure.

you can trust me when I say that I didn’t want to spend the past seven days writing code that deals with vector and matrix operations, when I wasn’t reading PDFs of Intel architecture opcodes, or ARM NEON instructions; I also didn’t want to know that once you start implementing common operations on matrix types, like projection and unprojection, you get to open a fairly deep can of worms that forces you to implement point (2D and 3D), rectangle, quaternion, and quad types.

luckily, it’s possible to find a bunch of implementations under various stages of maintenance, and under suitable licenses, even though mostly are in C++ and they overlap by just about 60% each; you really need to buckle up and start translating naive matrix determinant code to SIMD four vector data structures, and do a union of all possible API, before you have something you can actually use.

the end result of these seven days is an almost decent, almost complete little utility library that tries to be fairly thin in both what it requires and what it provides. I called it graphene and it’s available in Git. at some point, when I’m actually satisfied with it, I’ll even document it like the grown-up I’m supposed to be. right now, I’ll have to write a ton of tests to check on the math, because I’m pretty sure there must be at ton of bugs in there.

the main question is: what do I intend to use graphene for. the more attentive amongst you, kind readers, will already guess that it’s for the forthcoming GTK+ scene graph API — which is indeed the correct answer, but you’ll have to wait for the next blog post in the series for a proper introduction and description, as well as a road map for the unicorn and ponies fuelled future.

Berlin DX Hackfest / Day 3

 

 

 

 

 

the third, and last day of the DX hackfest opened with a quick recap as to what people have been working on in the past couple of days.

we had a nice lunch nearby, and then we went back to the Endocode office to tackle the biggest topic: a road map for GTK+.

we made good progress on all the items, and we have a fairly clear idea of who is going to work on what. sadly, my optimism on GProperty landing soon did not survive a discussion with Ryan; it turns out that there are many more layers of yak to be shaved, though we kinda agreed on the assumption that there is, in fact, a yak underneath all those layers. to be fair, the work on GProperty enabled a lot of the optimizations of GObject: property notifications, bulk installation of properties, and the private instance data reorganization of last year are just examples. both Ryan and I agreed that we should not increase the cost for callers of property setters — which right now would require asking the GProperty instance to the class of the instance that we’re modifying, which implies taking locks and other unpleasant stuff. luckily, we do have access to private class data, and with few minor modification we can use that private data to store the properties; thus, getting the properties of a class can be achieved with simple pointer offsets and dereferences, without locks being involved. I’ll start working on this very soon, and hopefully we’ll be able to revisit the issue at GUADEC, in time for the next development cycle of GLib.

in the meantime, I kept hacking on my little helper library that provides data types for canvases — and about which I’ll blog soon — as well as figuring out what’s missing from the initial code drop of the GTK+ scene graph that will be ready to be shown by the time GUADEC 2014 rolls around.

I’m flying back home on Saturday, so this is the last full day in Berlin for me. it was a pleasure to be here, and I’d really like to thank Endocode for generously giving us access to their office; Chris Kühl, for being a gracious and mindful host; and the GNOME Foundation, for sponsoring attendance to all these fine people and contributors, and me.

 

Sponsored by the GNOME Foundation

Berlin DX Hackfest / Day 2

the second day of the hackfest had a pretty big discussion on the roadmap for GTK+.

thanks to Matthias Clasen, we had a list of things to discuss prior to the start of the hackfest, even if Matthias himself would not be present:

  • filling the gaps between the GNOME HIG and the GTK+ API needed to implement it
  • a better cross-platform story for tool kit maintainers and application developers
  • touch support
  • scene graph to replace Clutter
  • documentation
  • improving the relationship of the tool kit with Glade
  • required clean ups for GTK+ 4

during the afternoon we managed to go through the first bullet point of the list, but we made really good progress on it, and we managed to assign each sub-issue to a prospective owner that is going to be in charge of it.

hopefully, we’re going to go through the other points during the rest of the hackfest much more quickly.

Sponsored by the GNOME Foundation

Berlin DX hackfest / Day 1

we had a fairly productive first day here, at the Endocode offices in Berlin. everyone is pretty excited about working on the overall experience for developers on the GNOME platform.

at first, we decided what to tackle in the next three days, and drafted a rough schedule. the hackfest then broke down into two main groups: the first tackled GObject models for the benefit of GTK+ widgets acting as views; the second worked on the developer documentation available on developer.gnome.org.

I decided to stay on the sidelines for the day, and worked on a small utility library that I’m going to use in the development of GSK, the GTK+ scene graph API that will replace Clutter in the near future; I’m going to do a proper blog post on both things later this week. I’ve also worked a bit on my old nemesis, GProperty. I have really high hopes that after three years of back and forth we’re going to finally land it in GLib, and let people have a better, easier, and more efficient way to define and use GObject properties.

In the evening we went to the Berlin GNOME beers along with the local GNOME community; it’s been a great evening, and we met both familiar faces and new ones.

I’d like to thank Endocode for kindly giving us access to their office in order to host the hackfest, as well as the GNOME Foundation for sponsoring travel attendance of many talented members of the GNOME community.

Sponsored by the GNOME Foundation