# O pipeline de renderização

> Como um pixel chega à tela — Paint → renderizadores por primitiva → OpenGL — e o que é batching.

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

# O pipeline de renderização

Entender como o desenho vira pixels explica várias regras de performance do 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 nível<br />(rect, text, line, image)<br />coords locais + clip</p></span></div></foreignObject></g></g><g class="node default" id="my-svg-flowchart-GL-1" data-look="classic" transform="translate(382.9296875, 64)"><rect class="basic label-container" style="" x="-123.3359375" y="-45.5" width="246.671875" height="91"/><g class="label" style="" transform="translate(-95.3359375, -31.5)"><rect/><foreignObject width="190.671875" 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 />um renderizador por primitiva<br />(cada um é um shader)</p></span></div></foreignObject></g></g><g class="node default" id="my-svg-flowchart-OpenGL-2" data-look="classic" transform="translate(611.9375, 64)"><rect 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</div>

## As camadas do desenho
- **`Paint`** é a fachada com que você desenha em `onPaint(...)`. Ela pensa em **coordenadas locais**,
  **clip** e **translação** — e **nada sabe de shaders** ou OpenGL. Você diz "desenhe este retângulo
  aqui"; como isso vira triângulos e chamadas de GPU não é problema seu.
- **`gl` / renderizadores** — há **um renderizador especializado por primitiva** (retângulo, retângulo
  arredondado, linha, texto, imagem…), cada um essencialmente um shader. O `Paint` delega para o
  renderizador certo.
- **OpenGL** — as *draw calls* finais.

## O conceito central: batching
Renderizadores agrupam desenhos do **mesmo tipo** em lote (batch) para reduzir chamadas de GPU. A regra
que decorre disso:

> **Trocar de tipo de primitiva "fecha" o batch anterior.** A ordem de desenho é sempre preservada, mas
> alternar tipos (retângulo → texto → retângulo → texto) força vários flushes; **agrupar chamadas do
> mesmo tipo** é o que dá desempenho.

Na prática, em desenho custom pesado, desenhar todos os retângulos juntos e depois todos os textos rende
mais que intercalar.

## Render sob demanda + repintura de árvore inteira
Duas propriedades do modelo de render que afetam como você escreve `onPaint`:

- **Sob demanda:** a tela **só redesenha quando alguém pede** (`repaint()` → `requestRendering()`). Sem
  pedido, nenhum frame novo é gerado — economiza bateria. (O ângulo de threading disso está em
  [A paint thread](/docs/concepts/the-paint-thread).)
- **Sem *dirty rectangles*:** quando um frame acontece, **toda a árvore visível é repintada**, não só a
  parte que mudou. Não há repintura parcial.

A consequência prática é um princípio:

> **Mantenha `onPaint` barato.** Ele roda para a árvore inteira a cada frame renderizado — nada de
> alocar objetos, carregar recursos ou fazer cálculo caro dentro dele.

## Como o frame é montado (visão de alto nível)
A cada frame renderizado, o `EventsProcessor` pinta a **pilha de janelas** (via `paintWindows(...)`): a
janela do topo por cima, as de baixo atrás (popups deixam a anterior visível). Cada componente visível
recebe seu `onPaint(Paint)`.

```java
// onPaint mínimo e barato: reaproveite temporários, desenhe em coords locais (0,0 = topo-esquerda)
@Override public void onPaint(Paint paint) throws Exception {
   paint.rect(scratch.bounds(0, 0, width, height).fill(bg));   // 'scratch' é um GRect reutilizado
}
```

## Veja também
- Aplicar: [Desenho customizado](/docs/ui/images-and-graphics/custom-drawing)
- Próximo: [A paint thread](/docs/concepts/the-paint-thread)
