# El pipeline de renderizado

> Cómo un pixel llega a la pantalla — Paint → renderizadores por primitiva → OpenGL — y qué es el batching.

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

# El pipeline de renderizado

Entender cómo el dibujo se convierte en pixels explica varias reglas de rendimiento del framework.

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white-space: nowrap; line-height: 1.5; max-width: 200px; text-align: center;"><span class="nodeLabel"><p><b>Paint</b><br />fachada de alto nivel<br />(rect, text, line, image)<br />coords locales + clip</p></span></div></foreignObject></g></g><g class="node default" id="my-svg-flowchart-GL-1" data-look="classic" transform="translate(380.921875, 64)"><rect class="basic label-container" style="" x="-121.328125" y="-45.5" width="242.65625" height="91"/><g class="label" style="" transform="translate(-93.328125, -31.5)"><rect/><foreignObject width="186.65625" 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 />un renderizador por primitiva<br />(cada uno es un shader)</p></span></div></foreignObject></g></g><g class="node default" id="my-svg-flowchart-OpenGL-2" data-look="classic" transform="translate(607.921875, 64)"><rect 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## Las capas del dibujo
- **`Paint`** es la fachada con la que dibujas en `onPaint(...)`. Piensa en **coordenadas locales**,
  **clip** y **traslación** — y **no sabe nada de shaders** ni de OpenGL. Tú dices "dibuja este rectángulo
  aquí"; cómo eso se convierte en triángulos y llamadas de GPU no es problema tuyo.
- **`gl` / renderizadores** — hay **un renderizador especializado por primitiva** (rectángulo, rectángulo
  redondeado, línea, texto, imagen…), cada uno esencialmente un shader. El `Paint` delega al
  renderizador correcto.
- **OpenGL** — las *draw calls* finales.

## El concepto central: batching
Los renderizadores agrupan dibujos del **mismo tipo** en lote (batch) para reducir llamadas de GPU. La regla
que se deriva de esto:

> **Cambiar de tipo de primitiva "cierra" el batch anterior.** El orden de dibujo siempre se preserva, pero
> alternar tipos (rectángulo → texto → rectángulo → texto) fuerza varios flushes; **agrupar llamadas del
> mismo tipo** es lo que da rendimiento.

En la práctica, en dibujo custom pesado, dibujar todos los rectángulos juntos y luego todos los textos rinde
más que intercalar.

## Render bajo demanda + repintado de árbol entero
Dos propiedades del modelo de render que afectan cómo escribes `onPaint`:

- **Bajo demanda:** la pantalla **solo se redibuja cuando alguien lo pide** (`repaint()` → `requestRendering()`). Sin
  solicitud, no se genera ningún frame nuevo — ahorra batería. (El ángulo de threading de esto está en
  [La paint thread](/docs/concepts/the-paint-thread).)
- **Sin *dirty rectangles*:** cuando ocurre un frame, **se repinta todo el árbol visible**, no solo la
  parte que cambió. No hay repintado parcial.

La consecuencia práctica es un principio:

> **Mantén `onPaint` barato.** Se ejecuta para el árbol entero en cada frame renderizado — nada de
> asignar objetos, cargar recursos o hacer cálculos caros dentro de él.

## Cómo se monta el frame (visión de alto nivel)
En cada frame renderizado, el `EventsProcessor` pinta la **pila de ventanas** (vía `paintWindows(...)`): la
ventana del tope por encima, las de abajo detrás (los popups dejan visible la anterior). Cada componente visible
recibe su `onPaint(Paint)`.

```java
// onPaint mínimo y barato: reutiliza temporales, dibuja en coords locales (0,0 = arriba-izquierda)
@Override public void onPaint(Paint paint) throws Exception {
   paint.rect(scratch.bounds(0, 0, width, height).fill(bg));   // 'scratch' es un GRect reutilizado
}
```

## Ver también
- Aplicar: [Dibujo personalizado](/docs/ui/images-and-graphics/custom-drawing)
- Siguiente: [La paint thread](/docs/concepts/the-paint-thread)
