# Rendering Architecture: Live (GPU) vs Vector/Canvas Export Penpot's WASM engine has **two render paths** that must produce the same picture: | Path | Purpose | Backend | Code | |------|---------|---------|------| | **Live / GPU** | On-screen workspace, thumbnails, PNG export | WebGL surfaces + Skia | `render.rs::render_shape` (+ `render/{fills,strokes,shadows,text,...}.rs`) | | **Vector / canvas** | Vector PDF and raster PNG export, runnable headless (no GPU) | Single CPU Skia canvas | `render/vector.rs` → `render/pdf.rs`, `render/raster.rs` | They share the same shape tree and the same low-level drawing primitives, but compose them differently. Keeping them in sync is the whole game — see [Parity guards](#parity-guards). The vector/canvas path drives the same `render_tree` onto two surface kinds — a PDF document (`render/pdf.rs`) or a CPU bitmap (`render/raster.rs`) — and, since it never touches GPU surfaces, it can also run with **no GL context at all** (see [Headless mode](#headless-gpu-free-mode)). ## Why two paths? The live path draws each shape into **many intermediate GPU surfaces** (fills, strokes, shadows, …) and composites them. Compositing rasterises. That is fine for the screen and for PNG, but a PDF made that way would be a bitmap. The vector path bypasses the GPU surface system and draws **directly onto a single Skia canvas**, so for PDF output paths, text and fills come out as real PDF vector operations (only inherently pixel-based effects — blur, blurred shadows — are rasterised, by Skia's PDF backend). The same draw path onto a CPU raster surface (`render/raster.rs`) gives a PNG without a GPU, which is also what makes a browser-less / server-side render possible. ## The two pipelines ```mermaid flowchart TB tree["Shape tree (ShapesPool)"] subgraph GPU["Live / GPU path — render.rs"] direction TB g0["render_shape(shape)"] g1["fast_mode? can_render_directly?
tiles, clip stacks, nested fills/blurs"] gF["fills::render → Surface::Fills"] gS["strokes::render → Surface::Strokes"] gI["shadows::* → Surface::InnerShadows"] gD["drop shadows (tree level)
→ Surface::DropShadows"] gC["draw_shape_surface_stack_into
composite surfaces → final z-order"] g0 --> g1 --> gF --> gS --> gI --> gC gD --> gC end subgraph SHARED["Shared primitives (one source of truth)"] p1["draw_stroke_on_rect / draw_stroke_on_circle"] p2["handle_stroke_caps (arrows, markers)"] p3["render_inner_stroke / render_overlay_emoji (text)"] end subgraph VEC["Vector / canvas path — render/vector.rs"] direction TB v0["render_to_pdf / render_to_raster → render_tree(shape)"] v1["render_group / render_frame / render_leaf
concat centered_transform, save_layer for opacity/blur"] v2["draw_drop_shadows (inline)"] v3["render_leaf_content<R: ShapeRenderer>
fills → fill inner shadows → strokes → stroke inner shadows"] v4["one Skia canvas (PDF doc or CPU bitmap)
final z = draw call order"] v0 --> v1 --> v2 --> v3 --> v4 end tree --> g0 tree --> v0 gS -.uses.-> SHARED v3 -.uses.-> SHARED ``` ### Key differences | Aspect | Live / GPU | Vector | |--------|-----------|--------| | Drawing target | Many GPU surfaces, then composited | One Skia PDF canvas | | Final z-order | Surface composite order (`draw_shape_surface_stack_into`) | Order of draw calls | | Drop shadows | Rendered at tree level into a separate surface (`render_element_drop_shadows_and_composite`) | Drawn inline per shape/container (`draw_drop_shadows` / `render_container_drop_shadows`) | | Images | GPU textures | CPU image copies (`get_cpu_image`) | | Blur / blurred shadow | GPU filter passes | Rasterised by Skia's PDF backend | | Perf machinery | tiles, `fast_mode`, `can_render_directly` | none (one-shot export) | ## Headless (GPU-free) mode The vector/canvas path uses only fonts, images and sampling options from `RenderState` — never the GPU surface system — so the engine can boot with no WebGL context at all. This is what lets the export run in a browser without a GL context, natively (the tests), or server-side under Node. - **Boot:** `init_headless` (`globals.rs`) builds the engine via `RenderState::try_new_headless`, which skips `gpu_init()` and uses CPU-raster placeholder surfaces (`Surfaces::try_new_headless`) the export path never reads. The interactive render loop is not available on such an instance. - **Render:** `render_shape_raster` (PNG) and `render_shape_pdf` go through the same `render_tree`, unchanged. - **Images:** `ImageStore::without_gpu` has no GPU context, so image fills are decoded on the CPU (`Image::from_encoded`) at draw time instead of uploaded as textures. As with fonts, the host must upload the image bytes (image `add` export) for the fill to appear. - **Fonts (on demand):** the host uploads the fonts a shape needs before rendering. `get_fonts_for_shape` (→ `Shape::font_families`) returns the distinct families used by a subtree — the WASM-tree equivalent of the browser's `get-content-fonts` — so the host can fetch and `store_font` exactly those; `clear_fonts` resets the store between requests. The native tests build a `try_new_headless` `RenderState` directly, so the whole vector/raster path is exercised on the host with no GL context — see `render/raster_tests.rs`, `globals_tests.rs`, `state_tests.rs`. ## Export wiring (single vs multiple) The client-side WASM export — rendering in the browser through the vector path (`render_shape_pdf` / `render_shape_pixels`) — is wired **only for single exports** (`request-simple-export` in `frontend/.../exports/assets.cljs`), and only when render-wasm is active and the `:wasm-export` flag is set. **Multiple/batch export** (`request-multiple-export`) always runs **server-side** via the `:export-shapes` command; it passes an `:is-wasm` hint so the server can use its own WASM renderer. That server-side renderer is exactly this engine in [headless mode](#headless-gpu-free-mode) (`init_headless` + `render_shape_raster` /`render_shape_pdf` + `get_fonts_for_shape`); the host that drives it (fetching the shape tree and fonts, calling these exports) lives outside render-wasm, in the exporter. ## Parity guards Three compile-time guards plus shared code keep the two paths from drifting. The contract is documented on the `ShapeRenderer` trait (`render/shape_renderer.rs`). 1. **Capability guard.** `ShapeRenderer` is the single declaration of per-shape rendering capabilities (`draw_fills`, `draw_strokes`, `draw_drop_shadows`, …). A new effect MUST be added as a trait method, not inline in `render_shape`. Adding a method fails to compile until the vector backend handles it — so a feature can never be silently missing from PDF. 2. **Type guard.** Every `match` on `shape.shape_type` in `vector.rs` is exhaustive (no `_ =>`). A new `Type` variant fails to compile until handled. 3. **Order guard.** Leaf content draw order/gating lives in exactly one place: `vector::render_leaf_content`. It is generic over the trait so the GPU backend could reuse it verbatim once it implements `ShapeRenderer`. 4. **Shared primitives.** Prefer reusing the live-render functions over mirroring them: `draw_stroke_on_rect`, `draw_stroke_on_circle`, `handle_stroke_caps`, `render_inner_stroke`, `render_overlay_emoji`. Whatever is still duplicated is the remaining drift surface. ## File map | What | Where | |------|-------| | Vector entry / PDF | `render/pdf.rs`, `render/vector.rs` | | Raster (PNG) entry | `render/raster.rs` | | Parity trait | `render/shape_renderer.rs` | | Order seam | `render/vector.rs::render_leaf_content` | | Live shape render | `render.rs::render_shape` | | Surface compositing | `render.rs::draw_shape_surface_stack_into` | | Shared stroke geometry / caps | `render/strokes.rs` | | Shared text render | `render/text.rs` | | Headless boot | `globals.rs::init_headless`, `render.rs::RenderState::try_new_headless`, `render/surfaces.rs::Surfaces::try_new_headless` | | GPU-free image store | `render/images.rs::ImageStore::without_gpu` | | Font enumeration | `wasm/fonts.rs::get_fonts_for_shape`, `shapes.rs::Shape::font_families` | | Headless tests | `render/raster_tests.rs`, `globals_tests.rs`, `state_tests.rs` |