# The rendering pipeline

> How a pixel reaches the screen — Paint → per-primitive renderers → OpenGL — and what batching is.

Source: https://crossfly.dev/docs/concepts/rendering-pipeline — CrossFly documentation. Full docs as one file: https://crossfly.dev/llms-full.txt

# The rendering pipeline

Understanding how drawing becomes pixels explains several of the framework's performance rules.

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max-width: 200px; text-align: center;"><span class="nodeLabel"><p><b>Paint</b><br />high-level facade<br />(rect, text, line, image)<br />local coords + clip</p></span></div></foreignObject></g></g><g class="node default" id="my-svg-flowchart-GL-1" data-look="classic" transform="translate(371.296875, 64)"><rect class="basic label-container" style="" x="-111.703125" y="-45.5" width="223.40625" height="91"/><g class="label" style="" transform="translate(-83.703125, -31.5)"><rect/><foreignObject width="167.40625" height="63"><div xmlns="http://www.w3.org/1999/xhtml" style="display: table-cell; white-space: nowrap; line-height: 1.5; max-width: 200px; text-align: center;"><span class="nodeLabel"><p><b>gl / Renderers</b><br />one renderer per primitive<br />(each one is a shader)</p></span></div></foreignObject></g></g><g class="node default" id="my-svg-flowchart-OpenGL-2" data-look="classic" transform="translate(588.671875, 64)"><rect class="basic label-container" style="" x="-55.671875" 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## The drawing layers
- **`Paint`** is the facade you draw with in `onPaint(...)`. It thinks in **local coordinates**,
  **clip**, and **translation** — and **knows nothing about shaders** or OpenGL. You say "draw this rectangle
  here"; how that becomes triangles and GPU calls is not your problem.
- **`gl` / renderers** — there is **one specialized renderer per primitive** (rectangle, rounded
  rectangle, line, text, image…), each essentially a shader. `Paint` delegates to the
  right renderer.
- **OpenGL** — the final *draw calls*.

## The central concept: batching
Renderers group drawings of the **same type** into a batch to reduce GPU calls. The rule
that follows from this:

> **Switching primitive type "closes" the previous batch.** Drawing order is always preserved, but
> alternating types (rectangle → text → rectangle → text) forces multiple flushes; **grouping calls of the
> same type** is what gives performance.

In practice, in heavy custom drawing, drawing all rectangles together and then all text yields
more than interleaving them.

## On-demand render + whole-tree repaint
Two properties of the render model that affect how you write `onPaint`:

- **On demand:** the screen **only redraws when someone requests it** (`repaint()` → `requestRendering()`). Without a
  request, no new frame is generated — it saves battery. (The threading angle of this is in
  [The paint thread](/docs/concepts/the-paint-thread).)
- **No *dirty rectangles*:** when a frame happens, **the entire visible tree is repainted**, not just the
  part that changed. There is no partial repaint.

The practical consequence is a principle:

> **Keep `onPaint` cheap.** It runs for the entire tree on every rendered frame — no
> allocating objects, loading resources, or doing expensive computation inside it.

## How the frame is assembled (high-level view)
On each rendered frame, the `EventsProcessor` paints the **window stack** (via `paintWindows(...)`): the
topmost window on top, the ones below behind (popups leave the previous one visible). Each visible component
receives its `onPaint(Paint)`.

```java
// minimal, cheap onPaint: reuse temporaries, draw in local coords (0,0 = top-left)
@Override public void onPaint(Paint paint) throws Exception {
   paint.rect(scratch.bounds(0, 0, width, height).fill(bg));   // 'scratch' is a reused GRect
}
```

## See also
- Apply: [Custom drawing](/docs/ui/images-and-graphics/custom-drawing)
- Next: [The paint thread](/docs/concepts/the-paint-thread)
