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Longhorn's Windows Graphics Foundation Examined

Matt J writes "Dave Salvator at ExtremeTech goes over some of the graphics designs for Longhorn. 'David Blythe of the DirectX development team gave a very interesting talk about the upcoming 3D graphics architecture in Longhorn, the next major revision of Windows. Called Windows Graphics Foundation (WGF), this new architecture will usher in some major changes to how 3D graphics operations get handled by Longhorn. These changes extend well beyond Longhorn's Avalon technology, which will render the Windows Desktop using a GPU's 3D graphics processing power rather than the traditional 2D blitter. WGF will instead define the core 3D operations themselves.'"

24 of 399 comments (clear)

  1. Windowing by ChozCunningham · · Score: 5, Insightful
    It would be nice to see some of the Linux GUI developers implement a fully vector-based scalable windowing system. This would put linux one visual step ahead of MS, as they are half-way there with the Longhorn GDI replacement.

    An intelligent GUI would be settable to any virtual resilution, with elements that are fully scalable, from icons to "system" fonts. This is an inevitable feature on the desktop, and I wonder if any proposals are in the works.

    1. Re:Windowing by ChozCunningham · · Score: 5, Interesting
      The most interesting part of MS's graphics model is that it is supposedly a 100% new engine, yet it maintains compatability with existing applications. And they clame that it will degrade gracefully to older hardware, as well. I am inclined to believe it will do a pretty good job of that, since of all the things I hate about windows, it's backwards compatability is relatively excellent. I've played games and used dos and Win 3.11 applications under 200 and XP that I really never expected to just "click and go".

      It is time for the "Z" Windowing system standard. A fully SVG compliant, and "X" compliant vector based (but bitmap friendly, via texture mapping) system. Who's down?

    2. Re:Windowing by nathanh · · Score: 4, Informative
      It would be nice to see some of the Linux GUI developers implement a fully vector-based scalable windowing system.

      It's sort of happening already.

      SVG in GNOME and KDE. That's scalable vector graphics at the application level. Some themes already use SVG for icons and window decorations.

      CAIRO offers scalable vector graphics at the X11 level. Nice pics here. Hardware acceleration through Xrender.

      Windows are getting alpha channels thanks to XDamage, XFixes and XComposite. Means we'll finally start seeing similar effects to what you get with Aqua on MacOS X.

      All the bits are coming together. If you're willing to play at the bleeding edge then you can see some of these effects today.

  2. Cool! by goMac2500 · · Score: 4, Funny

    Wow! This makes me jealous... I wish my Powerbook running OS X could do thi.... Oh.... wait....

    1. Re:Cool! by goMac2500 · · Score: 5, Insightful

      To answer your reply, Mac OS X does indeed route drawing through the graphics card. It has since 10.2. http://www.apple.com/macosx/features/quartzextreme /

    2. Re:Cool! by VertigoAce · · Score: 4, Informative

      It sounds like he is talking about how the 3d surface is created inside the computer.

      It's kind of like the difference between a photograph and a painting. Both can represent a 3d world projected onto a 2d surface. The painter must fake the 3d effect by hand (like a traditional GUI appearing 3d). The photographer doesn't have to do this since he is simply taking a snapshot of an already 3d world (like rendering a real 3d scene as a GUI). To get a photograph of a different angle, you just reposition the camera. A painter, on the other hand, has to basically start from scratch.

      Old computer games sometimes appeared 3d even though they were represented internally as 2d objects (static character images with the shadows manually drawn in for example). Current games represent the world internally as a 3d environment that is projected onto the plane of the camera. It's computationally more expensive, but much more flexible. At first I'm sure it'll be a more complicated way of making things look basically the same as they do now. But I imagine people will find useful applications for it as time goes on.

  3. From the article... by joseph+schmo · · Score: 4, Funny

    One of the first orders of business is to "fix busted stuff," as Blythe put it. These items include no more blue-screens (hard crashes) caused by the graphics driver, and moving more processing into what's known as user mode.

    They're calling this thing WGF (Windows Graphics Foundation). Perhaps instead of blue GPF's it can generate pretty pink Windows General Faults.

  4. Like what's planned for the X windows system? by mr_tenor · · Score: 5, Interesting

    using a GPU's 3D graphics processing power rather than the traditional 2D blitter.


    Is this like Keith's Getting X Off The Hardware plans, where he suggests that having your xserver running on top of openGL instead of having to talk to all this messy hardware stuff will make it nicer and faster?
  5. Linux will have this kind of stuff way before long by auzy · · Score: 5, Interesting

    We have cairo.. same kind of thing, and people are modifying stuff to implement it everywhere.. Theres also many other technologies to make up everything that Microsofts new one will do (the difference is though that we are much closer to getting a stable version)
    http://www.freedesktop.org/Cairo/Home

    Just dont take all of Microsofts noise too seriously, just be aware that by 2006, linux will have completely equivilent technologies (in many cases we already do), and just cause we dont make much noise about it, dont think that they dont exist, or aren't planned for the near future.

    Honestly, the stuff which I have seen for longhorn so far hasn't been mindblowingly amazing, and are really just things where they are trying to catch up to MAC OS X, or linux

  6. Wow. This is amazing. by samrolken · · Score: 4, Insightful

    Even if this comes from Microsoft, this is pretty amazing stuff. The OS-level ability to use the 3D acceleration features of the card by more than one application at a time may prove to be as important to future computing as the ability to create 2D windows at the OS level. What *should* be more amazing is the response of the open-source community. I think we should all unite in an effort toward a new advanced graphics architecture. Maybe this is something IBM or SGI could reasonably invest in.

    --
    samrolken
    1. Re:Wow. This is amazing. by be-fan · · Score: 4, Insightful

      Open source will handle this challenge quite fine. It's not a unified effort, but all the pieces are falling into place:

      1) OpenGL 2.0 should easily be a match for whatever the successor to Direct 3D is. A lot stuff mentioned in the article is also in OpenGL 2.0.

      2) The freedesktop.org folks are working on building an X server that sits on top of OpenGL.

      3) Some DRI folks are working on an OpenGL implementation that can operate without the X server, to support using the X server on top of it.

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  7. Sick of the Longhorn hype yet? by Cid+Highwind · · Score: 5, Insightful

    I know I am! With the hype machine running flat-out this far before the launch date, Longhorn is starting to sound like Microsoft's version of Copland...

    --
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  8. Re:So.... by NanoGator · · Score: 4, Interesting

    When was the word 'innovation' used? I can't find it. But since we're on the topic, it is interesting that despite MS being a monopoly, they're still doing major work on their upcoming OS. But... no, we'd rather talk about their OS taking a big step towards (possibly even past) what Apple has done.

    --
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  9. No, it's not by rd_syringe · · Score: 4, Insightful

    The difference is that one is a "suggestion" while the other is a company actually getting off their asses and implementing it system-wide. Where is that happening in OSS right now?

    I've been saying this since Longhorn's features were announced, Linux desktops will be severely behind if they don't hurry up and move into the modern age that Longhorn and future versions of OS X are competing in. But no, we're still stuck with deskop emulators hacked on top of an ancient X protocol server with no unified development API. Hell, not even a way to install and uninstall things, because it's not really a seamless desktop but a cludging-together of 20 different projects in order to emulate a desktop operating system instead of actually being one.

    1. Re:No, it's not by be-fan · · Score: 4, Informative

      Um, OSS already has:

      1) An X server that does transparency and double-buffering;
      2) An (actually, 2) OpenGL-accelerated canvas;
      3) A window manager that uses said canvas.

      Sure, they are still "in progress" releases, but you can actually download them and try them out, which is way more than can be said for Longhorn.

      --
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  10. Re:Wow by Anonymous Coward · · Score: 5, Informative

    Back up and erase the "it." in "it.slashdot.org" to make it go away.

  11. A few things... by rd_syringe · · Score: 4, Insightful

    1.) Typing "M$" doesn't make you clever or witty.
    2.) NT isn't based on DOS at all. Nobody knows what you're talking about there.
    3.) Select HTML format next time.
    4.) This technology is not "unimpressive." Only to elitist Slashdot snobs who think XFCE is still a cool idea. The rest of the world wants to move to a modern, 3D-based compositing architecture. Where is that happening in Linux? 2006 is just a year and a half away. Well?

  12. Re:It's called Y-Windows by Osty · · Score: 5, Informative

    Remember, scalable bitmaps and alpha blending are already fully available on Mac (natively) and Win (with add-ons).

    It's native in Windows, as well, since Windows 2000. Just because you need a separate application to enable it in apps that don't specifically support the Windows 2000+-specific extensions doesn't mean it's not native to the system. See the alpha-blended fade-in/out effects on menus, for example. Microsoft simply chose to go with an understated application (and yet still gets blasted for "annoying" menu animations), while Apple went over the top.

  13. Re:So.... by RzUpAnmsCwrds · · Score: 4, Informative

    "It's just like OSX's Aqua, rendering the GUI in the graphics card and all...?"

    No. Aqua doesn't render the GUI in the graphics card at all. It does, however, use the graphics card as a high-speed composition engine.

    Aqua is also bitmap based. Despite what many have said, OS X icons are just bitmaps, as are the buttons and other controls. That means that they don't scale very well - just like the widgets in Windows XP.

    With Longhorn, everything is vectorized. You'll be able to adjust the DPI of your display and all of the controls will automatically update to match it. For example, you could have a 300dpi display and then adjust the widget size so you can still read the text.

    People with UXGA 14" notebook displays know all about this. Many choose to run their display at a lower, non-native resolution because the text is too small otherwise. This isn't the best solution. With Longhorn, they'll be able to run at full native resolution and adjust the text size (and the size of the titlebars, icons, buttons, scrollbars, and everything else) to make everything usable. Plus, they get the benifits of high resolution: clear, crisp text and objects.

  14. OSX is alead, but that's not all by SnprBoB86 · · Score: 5, Interesting

    If you read (and fully understood) the article, you would realize that a fully hardware accelerated windowing system is not all that Microsoft promises with this new stuff.

    The other stuff I see as being BIG are the changes to DirectX such as removing a lot of the fixed function pipeline features. They are pushing the GPU to be more generalized which is a good thing.

    Microsoft is really hyping up Longhorn and none of the meat of Avalon has made it into the technical previews. Judging by the Ctrl+Alt+Del animations, the smooth color fades in Explorer, the few existing vector graphics, the other random programmer art in the technical previews, Avalon is going to be IMPRESSIVE.

    Whether you like MS or not (which you don't, this is slashdot), they have the programming and graphical resources to pull this off in a very big way.

    --
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    1. Re:OSX is alead, but that's not all by dont_think_twice · · Score: 4, Funny

      Judging by the Ctrl+Alt+Del animations, the smooth color fades in Explorer, the few existing vector graphics, the other random programmer art in the technical previews, Avalon is going to be IMPRESSIVE.

      Wow, that does sound IMPRESSIVE. I can't begin to imagine how much more work I will get done with Ctrl-Alt-Del animations and color fades in explorer.

  15. Just a random thought by PotatoHead · · Score: 4, Interesting

    Does anybody notice that most of the computing industry would be redefined according to Longhorn?

    Now I know they need to build something really different, but are all these differences really worth the hassle?

    Maybe it's just me tired of hearing about software that won't be in use for another 3-5 years as if it's the best thing since sliced bread...

  16. Re:So.... by melatonin · · Score: 4, Interesting

    Aqua is also bitmap based. Despite what many have said, OS X icons are just bitmaps, as are the buttons and other controls. That means that they don't scale very well - just like the widgets in Windows XP.

    Yes, Aqua is one mega-gigantic compositing engine. The power of that shouldn't be underestimated, but I'd expect Longhorn to be able to do that fine. However, Quartz 2D is also a complete vector rasterizing engine, implemented (I assume, it'd be stupid if not) in AltiVec. Why use a GPU when you have multiple vector processors on a G5? (With oodles of L2 and L3 cache to eat on). FYI, writing vector graphics code with AltiVec is very yummy. If you look at the Quartz 2D API, there are no direct compositing functions; it's all vector-graphics. You can take pixmaps and composite them together (using the 'over' operator). Although I guess when they added support for the PDF transparent imaging model (part of PDF 1.4/OS X 10.3), they added support for transfer modes of vector graphics/pixmaps; I haven't looked into that.

    As for icons, it's a heck of a lot easier to 'paint' an icon with pixels than to define a drawing with shapes and gradients. Also, Tiger is going to support 256x256 icons (!). IRIX's window manager (forgot the name) had vector icons. No biggie :P

    With Longhorn, everything is vectorized. You'll be able to adjust the DPI of your display and all of the controls will automatically update to match it.

    Tiger supports a resolution-independent user interface. With Cocoa based on the PDF imaging model, where every coordinate is represented with floats (including mouse position, which kicks in when you have a graphics tablet), it's very easy to scale everything (and rotate! NSView supports arbitrary rotation of views, and all further drawing in the view will be rotated as well).

    It doesn't seem that the Tiger release notes are online yet... perhaps I should shut up.

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  17. hahaha by TechnologyX · · Score: 5, Funny

    "One of the first orders of business is to "fix busted stuff," as Blythe put it. These items include no more blue-screens (hard crashes) caused by the graphics driver"

    Yeah, that just pushed Longhorn's release back to around, oh, 2020.

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