Graphics backends

CNA snapshot 009d40f5  ·  Development › Graphics internals  ·  source links pinned to 009d40f5

✓

Evidence basis: source-verified at the pinned commit; tests exist (not executed for this page). Claims on this page were checked by reading the CNA source at commit 009d40f5; unless a sentence says otherwise, nothing here was built or executed. Descriptor values, gates and maturity were read from the source; the OpenGL4 measurements quoted are CNA's own records in docs/opengl4-renderer.md and were not re-run.

CNA declares 25 public renderer identities at this snapshot, implemented by 21 families under modules/renderers (plus two shared helper targets, common/d3d and common/mojoshader). An identity in the registry is evidence of selectable wiring, not of feature completeness. This page is the family map for maintainers: where each family lives, what its descriptor asks of the platform, what gates its build, and which families have a source tour in the Development area.

Start with an implementation, not an identity name

A bug report names an identity; the code to read is a family. Five identities share EasyGL, and GDI recompiles the Software family's sources, so the mapping is not one-to-one. The identity-to-accessor table with C ABI values is generated on Selection axes: renderer identities; the tables below are the family-first view. “Window” is the descriptor's RendererWindowKind and the platform service it requests; maturity is CNA's own declaration in GraphicsBackendMaturity.hpp, not a measurement.

Families with an internals page

These seven families have source tours that identify what the code at this snapshot executes and where its tests stop. A tour is not a parity certificate.

FamilyIdentities (declared maturity)Window and servicesBuild gate and dependencyWhat the page establishes
EasyGL (easygl/)OPENGLES2, OPENGLES3, OPENGL33 (Production); WEBGL1, WEBGL2 (Supported)OpenGL; GL context service; config chosen at context creationES/desktop profiles native only, WebGL profiles Emscripten only; sibling ../easy-gl (+ ../meta-gl)One implementation with a runtime GlProfile per identity, context, state, shader and FBO paths, context loss, tested limits.
OpenGL4 (opengl4/)OPENGL4 (Supported)OpenGL; GL context service; pre-window 24-bit depth, 8-bit stencil, double-bufferedSystem OpenGL (find_package(OpenGL)); MojoShader only with CNA_OPENGL4_COMPILED_EFFECTSA separate desktop 4.1+ core family that shares EasyGL's stock shaders and presentation transform (see below).
Vulkan (vulkan/)VULKAN (Production)Vulkan; Vulkan surface service; adapter MSAA clampVulkan SDK/loader (find_package(Vulkan REQUIRED))Device, surface and swapchain, deferred draw, frame synchronisation, resource retirement and teardown.
SDL_gpu (sdl-gpu/)SDL_GPU (Supported)Plain windowSDL3 platform required; SDL_shadercross + SPIRV-Cross (default ON on Windows and Apple)SDL device and shader routes, queued draw and pass replay, acquire, submit and present, lifetime.
Software (software/)SOFTWARE (Experimental)None; surface presenter when the platform offers only presentation (Terminal on a TTY)Any host; compiled effects opt-in (CNA_SOFTWARE_COMPILED_EFFECTS)The CPU framebuffer and rasteriser, texture and target storage, the optional presenter, and the GDI 2D reuse.
Headless (headless/)HEADLESS (Supported)NoneAny host; CNA_HEADLESS_MODE = Fast, Validation (default) or TraceNon-rasterising validation, resource bookkeeping, trace, truthful readback refusal and the limits of its tests.
Stub (stub/)STUB (Supported)NoneAny host; the renderer of the dev, unit and release-modules configure presetsThe minimal no-op implementation, count-only resource objects (vertex and index counts) and what smoke tests on it can and cannot show.

Families without an internals page yet

For these fourteen families the Development area has no source tour. What is known about them from the source at this snapshot is on the user-level pages linked in the last column; start there, then read the family directory directly.

FamilyIdentity (declared maturity)WindowBuild gate and dependencyStart at
webgpu/WEBGPU (Experimental)PlainPinned wgpu-native (Linux, macOS, Windows) or, under Emscripten, the emdawnwebgpu portModern GPU APIs
metal/METAL (Supported)Metal; high-DPI backingmacOS only; Objective-C++ and Apple frameworks; SDL3 supplies the window and CAMetalLayerModern GPU APIs
directx9/DIRECTX9 (Production)Plain; adapter queries for profile, formats and MSAAWindows target only (native or mingw-w64)Windows renderers
directx11/, directx12/DIRECTX11, DIRECTX12 (Production)Plain; adapter queries for formats, depth selection and MSAAWindows target only; shared common/d3d helpersWindows renderers
direct2d/DIRECT2D (Supported), 2D-onlyPlainWindows target onlyWindows renderers
gdi/GDI (Supported), 2D-onlyPlainWindows target only; recompiles the Software sources with CNA_SOFTWARE_2D_ONLY, so it cannot be co-linked with SOFTWAREWindows renderers
sdl-renderer/SDL_RENDERER (Production), 2D-onlyPlainSDL3 platform required; default renderer on every host except Linux and Emscripten2D-only renderers
freedirect/FREEDIRECT (Experimental), 2D-onlyPlainSDL3 platform required; sibling ../free-direct (+ ../free-api); not Windows-gated2D-only renderers
canvas/, html-dom/, svg-dom/CANVAS, HTML_DOM (Supported), SVG_DOM (Experimental), all 2D-onlyPlainEmscripten onlyBrowser renderers
fna3d/FNA3D (Experimental)OpenGL; pre-window 24/8/double-bufferedSDL3 platform required; fetched FNA3D and MojoShaderTranslation and adapter layers
portablegl/PORTABLEGL (Experimental)NoneFetched header-only PortableGL; cannot be co-linked with any real-GL identity, OPENGL4 includedCPU renderers

The window kinds and services above come from each family's *RendererDescriptor.cpp; platform gates from cmake/RendererSelection.cmake and cmake/RendererCombinations.cmake; the four SDL3-only families set the REQUIRES_PLATFORM SDL3 target property in their own CMakeLists.txt. Capability answers per identity are in the capability matrix and are not repeated here.

OPENGL4 and EasyGL: separate families, shared GL semantics

OPENGL4 is not a sixth EasyGL profile. It has its own directory, target (cna_renderer_opengl4), namespace and descriptor (OpenGL4RendererDescriptor.cpp), and it does not use the easy-gl or meta-gl siblings:

  • Its own platforms. CNA's own summary lists native X11 (GLX) and Wayland (EGL), neither using SDL, and SDL3; its only dependency is the platform's GL library, plus MojoShader when the compiled-effects option is on.
  • Its own context request. OpenGL4Renderer.cpp asks the platform's GL context service for a 4.1 core context (the highest core version macOS offers), then reads back what it actually got and throws, naming the granted version, if it is below 4.1 or not a core profile. Newer facilities (compute on 4.3+, indirect draw, anisotropy) are discovered at run time behind live checks.
  • Its own loader. GL4Loader.hpp resolves GL 1.2+ entry points at run time under gl4_-prefixed names; pre-1.2 functions link directly against the system GL library (its CMakeLists.txt prefers the window-system-neutral OpenGL::OpenGL and falls back to OpenGL::GL). Because those global gl* symbols are real, PORTABLEGL, which defines them itself, is refused beside OPENGL4 exactly as beside the EasyGL identities.
  • Its own window contract. Unlike EasyGL's descriptor, OpenGL4's requests depth, stencil and double buffering before the window exists, because a GLX visual is fixed at window creation; it uses PlatformGlContextOwner from the shared header PlatformGlRendererState.hpp, which gained IsCurrent() and EnsureCurrent() so that each of several devices does its work in its own context.

What decides what XNA means is shared with EasyGL through two headers that moved into the graphics module shortly before this snapshot:

  • GlStockShaderSources.hpp — the single GLSL ES 3.00 corpus for every stock program (BasicEffect, AlphaTest, DualTexture, EnvironmentMap, Skinned, PbrEffect, SkinnedPbrEffect, SpriteBatch), moved verbatim out of EasyGLRenderer.cpp. EasyGL adapts it per profile (GLSL 3.30 core, ES 1.00, or ES 3.00 as written); OpenGL4 rewrites #version 300 es to #version 410 core with AdaptGlslEs300ForDesktopCore and compiles it in OpenGL4StockDraw.cpp. The uniform and attribute names are a contract both renderers' binders depend on; a second hand-maintained GLSL copy had drifted, which is why there is one.
  • GlPresentationSurfaceState.hpp — the platform-neutral presentation transform (logical versus drawable size, NativeBackBuffer, FixedHeightDynamicWidth, Stretch, Letterbox, Overscan, window-to-logical mapping), formerly EasyGL's own class; EasyGL keeps using EasyGLSurfaceState = GlPresentationSurfaceState.

The test relationship follows the same idea. EasyGLParityCorpus.cmake, generated by generate_easygl_parity_corpus.py, lists 346 renderer-neutral EasyGL registrations whose sources are rebuilt unchanged against OPENGL4 as OpenGL4_EasyGLParity_<name> (an entry that needs a library the configuration lacks, such as the gamer-services avatar tests, is left out); OpenGL4 also registers the 32 shared parity fixtures through the same list every other parity family uses. docs/opengl4-renderer.md is CNA's own summary: CNA's records there report the OpenGL4_ CTests at 407 of 407 on Wayland (EGL) and 406 of 406 on X11 (GLX), measured on one AMD Radeon 780M under Mesa through the private GPU test wrapper, with the remaining skips classified, and state that Windows and macOS remain unvalidated. Those results were not re-run for this page. RendererCombinations.cmake has no rule against OPENGL4 beside an EasyGL identity, and none of CNA's multi-renderer CI sets contains that pair; the evidence for it is a developer record, not CI: plan_opengl4_modern_graphics.md (GL4-0006) records a build with CNA_GRAPHICS_RENDERERS="OPENGL4;OPENGLES3;OPENGL33" on Wayland whose same test binaries were run against each of the three renderers, selected at run time, on one AMD Radeon 780M under Mesa. That GL4-0006 run is the baseline, measured before any renderer change (OPENGL4 283 of 405 corpus tests passing); the plan's later table “Results after GL4-0009..GL4-0018” records a rerun of the same three-renderer build (405 of 405 on OPENGL4; on the two EasyGL profiles the plan notes that no test which passed before fails). It shows that the pair links and runs in one binary, not that any of this is a CI gate (not re-run for this page). The internals are traced on OpenGL4 renderer internals.

Contract notes for FNA3D and the 2D families

These families have no source tour yet. The notes below were checked by reading the TARGET source at 009d40f5 (not executed) and name what a maintainer is most likely to break.

FNA3D: native handles outlive the draw, targets finalise on unbind

FNA3D is one CNA identity even though the library picks its own driver at run time; the driver is an implementation detail, pinned in tests with FNA3D_FORCE_DRIVER (Tutorial 108). Every wrapper in Fna3dResources.cpp (textures, render targets and their renderbuffers, vertex and index buffers) and every effect wrapper releases its native handle through FNA3D's own deferred-disposal queue — FNA3D_AddDisposeTexture, FNA3D_AddDisposeRenderbuffer, FNA3D_AddDisposeVertexBuffer, FNA3D_AddDisposeEffect — and only while the owning device is still live. A handle that a queued batch still references is therefore freed by FNA3D after its command stream is done with it, not at C++ destruction time. Fna3dRenderer::UnbindTargetsEXT first binds no targets, then calls FNA3D_ResolveTarget for every previously bound target that is multisampled or mipped: that call is where FNA3D resolves MSAA and builds the mip chain, so a later draw samples finished contents. A PbrEffect or SkinnedPbrEffect draw is refused by RequirePbrShadingSupportEXT before any buffer is bound (Fna3dDraw.cpp), because the stock-effect selection has no PBR case and used to fall through to BasicEffect or SkinnedEffect.

SDL_RENDERER, DIRECT2D, GDI and FREEDIRECT

  • SDL_RENDERER uploads each texture as an SDL_PIXELFORMAT_RGBA32 SDL texture and draws sprites with SDL_RenderTexture, SDL_RenderTextureRotated and SDL_RenderTextureAffine; readback is SDL_RenderReadPixels (SdlRenderer.cpp).
  • DIRECT2D draws through ID2D1DeviceContext on a private Direct3D 11 device that no application code sees (hardware, with a WARP path forced by CNA_DIRECT2D_FORCE_WARP). Public RGBA bytes become tight BGRA at the boundary (CopyRgbaToTightBgra, CopyBgraToTightRgba), bitmaps are bounded by GetMaximumBitmapSize(), and a mipmapped RenderTarget2D is refused by name (Direct2DRenderer.cpp).
  • GDI presents its CPU-rasterised RGBA8 frame with SetDIBitsToDevice (StretchDIBits when the presentation scales), copying the full frame by default; it copies only the dirty band when CNA_GDI_DIRTY_PRESENTATION=1 is set and the frame is unscaled and needs no repair (GdiPresentation.cpp); no OpenGL or Direct3D device is involved.
  • FREEDIRECT composites Clear and every sprite into a lockable off-screen shadow backbuffer sized to the logical resolution, because the free-direct primary surface never exposes a writable pointer; Present() is one identity Blt() from it, and readback locks whichever surface is active (FreeDirectRenderer.cpp).

The contract these four share is negative: ThreeD is false, 3D factories and draws fail at a predictable seam (throw by default, warn-and-stub only where honoured) and a draw is never accepted and silently discarded. Test that contract through the public resource and the public draw route, as the shared unsupported_3d_call_behavior_test.cpp fixture does (registered as a test for SDL_RENDERER and FREEDIRECT, built but not registered for CANVAS); a unit test of an internal format or state mapper proves nothing about whether GraphicsDevice refuses the call safely.

How to determine actual state

  1. Find the identity in cmake/RendererIdentities.cmake and its declared maturity and category in GraphicsBackendMaturity.hpp and GraphicsBackendCategory.hpp.
  2. Find its arm in cna_configure_renderer_identity() (cmake/RendererSelection.cmake): host gates, dependencies, compile options; then any rule in cmake/RendererCombinations.cmake.
  3. Find its row in cmake/RendererRegistry.cmake and read the family's descriptor: window kind, services, pre-window request, adapter hooks.
  4. Trace the resource methods, present and resize (OnSurfaceChanged, GetDefaultViewportRect), looking for refusal branches: HandleUnsupported3DCall and Ensure3DSupported, NotYetImplemented() from NotYetImplemented.hpp (used by the DirectX 9, HTML DOM and SVG DOM families; DirectX 12 keeps a private DirectX12Renderer::NotYetImplemented of the same shape), null render-target factories, and capability switches with a default: return true arm.
  5. Find its focused and conformance tests in modules/renderers/<family>/examples/CMakeLists.txt and tests/, and the CI workflow that runs them on a host that really has the API (Verification: CI).

Only after all five should documentation call a feature supported. File presence alone is insufficient, and a registered test is not a passing one.

Common implementation obligations

Every family implements the same IGraphicsRenderer contract. The obligations that recur in every source tour, with the hook that carries each:

  • Translate public formats, states, primitive topology and shader binding consistently: ClassifySurfaceFormatEXT and ClassifyRenderTargetFormatEXT (no classifier means Color only), the normalised state ordinals from XnaStateConversion.hpp, GpuDrawParams.
  • Create resources on the required device or context thread and destroy them before that device or context. GL families serialise cross-thread work through AcquireThreadContextLeaseEXT; a family whose resource objects can outlive it (shared ITextureRenderer copies) must release and disconnect them in its own destructor, as Vulkan does.
  • Separate logical window size from drawable pixel size: RendererSurfaceInfo carries drawableSize and displayScale; GetViewportSize() is logical, GetDefaultViewportRect() physical.
  • Handle zero-sized or minimised surfaces without presenting invalid extents (Vulkan, for example, recreates its swapchain in OnSurfaceChanged only for a positive drawable size).
  • Keep render-target and back-buffer transitions and coordinate conventions consistent: SetRenderTargets(nullptr, 0) returns to the back buffer; GL families store render targets bottom-up and correct for it when sampling and reading back.
  • Report unsupported capabilities honestly rather than silently succeeding: answer SupportsCapability without a permissive default arm, return false from EXT hooks, and refuse 3D work through Ensure3DSupported or HandleUnsupported3DCall (which honours Unsupported3DGraphicsCallBehavior).

Contract comments that lag the code

The renderer headers carry many design notes, and most of them are accurate. A few, read at 009d40f5, now describe an earlier state. A maintainer should trust the code over these comments:

  • SetDepthTestEnabled. The @note in IGraphicsRenderer.hpp says only EasyGL honours the toggle and that other renderers throw on first 3D use. The method is pure virtual, like SetBlendEnabled and SetDepthWriteEnabled, so every family defines it. Vulkan, OpenGL4, DirectX 11 and Software store or apply the value, and DirectX11Renderer.cpp records the silent cross-renderer divergence that existed before its override.
  • The DirectX 9 default list. DirectX9Renderer.hpp says CreateOcclusionQuery and CreateTexture3D are "left un-overridden here on purpose", yet the same header overrides both. The principle stated in that comment still holds, and every family follows it: "inheriting 'throws' is fine, only inheriting silence is the trap".
  • Where FNA3D's stock effects come from. The CNA_RENDERER_FNA3D comment in RendererSelection.cmake says the stock-effect blobs are fetched from a pinned FNA checkout. ThirdPartyFNA3D.cmake declares a single fetch, of FNA3D itself, and states that modules/renderers/fna3d/effects holds the binaries. Those binaries are committed, with their provenance in that directory's README.
  • The split depth/stencil queries. The documentation of HasRealBackBufferDepthBuffer still uses a retired renderer family as its example of a back buffer with depth but no stencil. The neighbouring SupportsStencilBuffer comment says that no renderer in the tree answers SupportsDepthBuffer and SupportsStencilBuffer differently today. That is also out of date. GDI answers depth false and stencil true for its standalone CPU stencil plane. SDL_GPU answers depth from the depth format it created and stencil only when that format has a stencil plane, so a depth-only back buffer reports depth without stencil. The comment's reason for keeping the split still stands: the single-argument Clear(Color) must keep an available depth clear and leave out a stencil plane that does not exist.
  • A Metal test that nothing builds. metal_spritebatch_customeffect_test.cpp is referenced by no CMake file. It asserts a custom-effect path that MetalRenderer::CreateEffectRenderer refuses at this snapshot ("Metal custom effects are disabled until the adapted renderer has passing macOS shader and pixel evidence"). It is therefore neither evidence for that path nor a regression guard for it.

Validation by backend

Use the API's own validation where the family wires it, but keep it supplementary to CNA's conformance tests:

FamilyHook in the source
VulkanVK_LAYER_KHRONOS_validation is enabled in non-NDEBUG builds when installed; synchronisation validation is opt-in per test. In any configuration that compiles VULKAN, TestHelpers.cmake fails a renderer test on any [Vulkan Validation] output.
OpenGL4A synchronous KHR_debug callback in debug builds or with CNA_OPENGL4_DEBUG_OUTPUT=1 (verbose adds informational messages); in any configuration that compiles OPENGL4, renderer tests registered through cna_register_renderer_test in TestHelpers.cmake, the OpenGL4 example directory and the discovered unit tests fail on an [OpenGL4 GL Error] line (the exemption list is empty).
EasyGLglGetError checks at specific points in the renderer; no debug-message callback is installed by CNA's EasyGL source.
DirectX 11D3D11_CREATE_DEVICE_DEBUG in non-NDEBUG builds, forced on or off with CNA_D3D11_DEBUG_LAYER=1/0; device creation retries without it when the SDK debug component is missing.
DirectX 12The debug layer is opt-in in every build type (CNA_D3D12_DEBUG_LAYER, with GPU-based validation through CNA_D3D12_GPU_VALIDATION), parsed in D3D12Configuration.cpp.
WebGPUError scopes and uncaptured-error callbacks in WebGPURenderer.cpp.

Run window and GPU tests through tools/platform/run_gpu_tests_private.sh: it starts a private headless Weston plus a rootful Xwayland with DRI3 on the real GPU, points DISPLAY and WAYLAND_DISPLAY at them, and runs ctest (or one command with --exec), so nothing appears on the desktop; it exits 77 when no compositor is available and refuses a build tree that forces its own test display. Compare a second family to separate a shared-layer bug from one translation layer.

What these pages do not establish

This page routes; it is not a renderer-parity certificate. The Development area has source tours for 7 of the 21 families; the other 14 are listed above with the user-level sections that describe them. There is no feature-by-feature evidence matrix for all 25 identities here: capability answers are code-derived, test registrations are not results, and several families (the Direct3D and GDI families, Metal) are chiefly exercised on hosts or under Wine and CI lanes that were not examined for this page. Before a risky change, inspect the chosen family's build wiring, tests and a host that can actually run it.

Read in this order

  1. RendererIdentities.cmake and RendererRegistry.cmake: the 25 identities and the 21 families behind them.
  2. modules/renderers: one family directory, its CMakeLists.txt, src/*RendererDescriptor.cpp and examples/CMakeLists.txt.
  3. IGraphicsRenderer.hpp: the contract and its defaults, before reading any override.
  4. GlStockShaderSources.hpp and GlPresentationSurfaceState.hpp: what the two GL families share.
  5. run_gpu_tests_private.sh: how GPU tests are run without touching the desktop.

The same subsystem is explained at four altitudes. These are the neighbouring pages at each one.