Add feature branch patch management system
Rename docs/ to features/ with per-feature folders. Add script to generate patches for root repo and submodules. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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152
features/ipc-api/ipc-api.md
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152
features/ipc-api/ipc-api.md
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# KiCad IPC API - WASM Fork Changes
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## Overview
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We added `#ifdef KICAD_IPC_API` guards to 18 KiCad source files. These guards wrap:
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- `#include` statements for protobuf/API headers
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- `Serialize()` and `Deserialize()` methods
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**Key insight:** Since our build uses `KICAD_IPC_API=ON` (line 251 of `scripts/kicad/build-pcbnew.sh`), these guards don't actually disable any code - everything compiles. The guards can be safely reverted to reduce fork divergence.
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## Modified Files
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| File | What We Guarded |
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|------|-----------------|
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| `common/eda_shape.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `common/eda_text.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `common/netclass.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `include/api/api_utils.h` | Entire namespace content (utility functions) |
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| `pcbnew/api/api_pcb_utils.h` | Entire file content |
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| `pcbnew/board_connected_item.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `pcbnew/board_stackup_manager/board_stackup.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `pcbnew/footprint.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `pcbnew/pad.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `pcbnew/padstack.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `pcbnew/pcb_dimension.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `pcbnew/pcb_field.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `pcbnew/pcb_group.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `pcbnew/pcb_shape.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `pcbnew/pcb_text.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `pcbnew/pcb_textbox.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `pcbnew/pcb_track.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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| `pcbnew/zone.cpp` | `#include` for API headers, `Serialize()`, `Deserialize()` |
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## Example of Our Changes
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**Before (upstream):**
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```cpp
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#include <api/api_enums.h>
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#include <api/api_utils.h>
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#include <api/board/board_types.pb.h>
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void PAD::Serialize( google::protobuf::Any &aContainer ) const
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{
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// ... serialization code
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}
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```
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**After (our fork):**
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```cpp
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#ifdef KICAD_IPC_API
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#include <api/api_enums.h>
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#include <api/api_utils.h>
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#include <api/board/board_types.pb.h>
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#endif
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#ifdef KICAD_IPC_API
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void PAD::Serialize( google::protobuf::Any &aContainer ) const
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{
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// ... serialization code
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}
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#endif
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```
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## Why We Added These Guards
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Originally added to allow building with `KICAD_IPC_API=OFF`, which would:
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- Skip protobuf dependency
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- Exclude serialization methods that depend on protobuf types
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However, our current build has `KICAD_IPC_API=ON`, making these guards unnecessary.
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## How to Revert
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To revert these files to upstream (base commit `4bfed3f174`):
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```bash
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cd kicad
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git checkout 4bfed3f174 -- \
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common/eda_shape.cpp \
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common/eda_text.cpp \
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common/netclass.cpp \
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include/api/api_utils.h \
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pcbnew/api/api_pcb_utils.h \
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pcbnew/board_connected_item.cpp \
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pcbnew/board_stackup_manager/board_stackup.cpp \
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pcbnew/footprint.cpp \
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pcbnew/pad.cpp \
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pcbnew/padstack.cpp \
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pcbnew/pcb_dimension.cpp \
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pcbnew/pcb_field.cpp \
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pcbnew/pcb_group.cpp \
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pcbnew/pcb_shape.cpp \
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pcbnew/pcb_text.cpp \
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pcbnew/pcb_textbox.cpp \
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pcbnew/pcb_track.cpp \
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pcbnew/zone.cpp
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```
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Then rebuild:
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```bash
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./docker/build.sh --clean-kicad
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```
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## Note: toolbars_pcb_editor.cpp
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This file has `#ifdef KICAD_SCRIPTING` guards (not IPC API guards):
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```cpp
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#ifdef KICAD_SCRIPTING
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#include "../scripting/python_scripting.h"
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#endif
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...
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#ifdef KICAD_SCRIPTING
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bool scriptingAvailable = SCRIPTING::IsWxAvailable();
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#else
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bool scriptingAvailable = false;
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#endif
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```
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**Cannot be fully reverted** because:
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- `KICAD_SCRIPTING=OFF` for WASM builds (CMakeLists.txt lines 135-138)
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- Without guards, build fails (python_scripting.h not built, SCRIPTING class doesn't exist)
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This is a separate concern from the IPC API and is documented here for completeness.
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## Impact of Reversion
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- **Fork diff reduction:** 18 fewer modified files
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- **Build behavior:** No change (KICAD_IPC_API=ON, code compiles identically)
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- **Functionality:** No change (serialization methods still available)
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## Related: IPC API Architecture
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KiCad's IPC API uses:
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- **Protobuf messages** for request/response serialization
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- **NNG sockets** for transport (stubbed in WASM - see `wasm/stubs/nng_stub.c`)
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- **API_HANDLER_PCB** class for handling requests (instantiated in PCB_EDIT_FRAME)
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Our stub at `wasm/stubs/api_plugin_stub.cpp` provides no-op implementations for:
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- `KICAD_API_SERVER::Start()`, `Stop()`, `Running()`
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- `KICAD_API_SERVER::RegisterHandler()`, `DeregisterHandler()`
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## Future: JavaScript Bridge
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To expose the IPC API to JavaScript (optional enhancement):
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1. Modify `api_plugin_stub.cpp` to store registered handlers
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2. Create Embind bindings in `wasm/bindings/api_bridge.cpp`
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3. Expose `KiCadApi_HandleRequest(protobufData)` function
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4. Use `protobuf.js` on JS side for message creation/parsing
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This would enable JS automation without modifying any KiCad source files.
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262
features/webgl/0001-opengl-gal-webgl-strategy.md
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features/webgl/0001-opengl-gal-webgl-strategy.md
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# OpenGL, GAL, and WebGL Strategy for KiCad WASM
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## Summary
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This document analyzes KiCad's graphics architecture and evaluates strategies for WebGL rendering in the WASM build.
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## Current Implementation: Emscripten LEGACY_GL_EMULATION
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We currently use Emscripten's legacy OpenGL emulation:
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```bash
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-sLEGACY_GL_EMULATION -sMAX_WEBGL_VERSION=2
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```
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**How it works:**
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```
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KiCad/wxWidgets C++ (glBegin, glVertex, glColor, etc.)
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│
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▼
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gl_immediate_shim.js (our fix for color-per-vertex bug)
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│
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▼
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Emscripten GLImmediate (translates legacy GL → shaders + VBOs)
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│
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▼
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WebGL 2.0 (ES 3.0 compatible, shader-based)
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```
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**Key components:**
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| Component | File | Purpose |
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|-----------|------|---------|
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| wxGLCanvas | `wxwidgets/src/wasm/glcanvas.cpp` | Creates WebGL contexts on dedicated HTML5 canvases |
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| GL Shim | `wasm/shims/gl_immediate_shim.js` | Fixes color-per-vertex bug in GLImmediate |
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| GLU Tesselator | `wasm/stubs/glu_wasm_impl.cpp` | Polygon triangulation using earcut (GLU not available in WebGL) |
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| GLEW Stub | `wasm/cmake/FindGLEW.cmake` | Stubs out GLEW (not needed with Emscripten) |
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| kiglew.h | `kicad/include/gal/opengl/kiglew.h` | Maps double→float, stubs unsupported functions |
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---
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## GLU Status
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**KiCad uses GLU** for polygon tesselation (`gluTess*` functions for zones, complex shapes).
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**We already solved this** with `/wasm/stubs/glu_wasm_impl.cpp` which implements the GLU tesselator API using KiCad's earcut algorithm. This works with both LEGACY_GL_EMULATION and would work with pure ES3.
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GLU is NOT a blocker.
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---
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## Where KiCad Uses Legacy OpenGL
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Two separate systems use legacy OpenGL:
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### 1. OPENGL_GAL (2D Rendering)
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Used for schematic and PCB editors.
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**Files:**
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- `kicad/common/gal/opengl/opengl_gal.cpp` - Main implementation
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- `kicad/common/gal/opengl/gpu_manager.cpp` - VBO management
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- `kicad/common/gal/opengl/opengl_compositor.cpp` - Framebuffer compositing
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- `kicad/common/gal/opengl/antialiasing.cpp` - AA effects
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**Legacy GL usage in opengl_gal.cpp:**
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- Lines 1557-1605: Bitmap rendering with `glBegin(GL_QUADS)`
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- Lines 2690-2755: Cursor drawing with `glBegin(GL_LINES)`
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- Lines 566-629, 1558-1602, 2704-2751: Matrix stack operations (`glPushMatrix`, `glPopMatrix`, `glMatrixMode`)
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### 2. 3D Viewer (3D Rendering)
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Separate from GAL, used for 3D board visualization.
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**Files using legacy GL:**
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- `kicad/3d-viewer/3d_rendering/opengl/render_3d_opengl.cpp`
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- `kicad/3d-viewer/3d_rendering/opengl/opengl_utils.cpp`
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- `kicad/3d-viewer/3d_rendering/opengl/layer_triangles.cpp`
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- `kicad/3d-viewer/3d_rendering/opengl/3d_spheres_gizmo.cpp`
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- `kicad/3d-viewer/3d_rendering/opengl/3d_model.cpp`
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- `kicad/3d-viewer/3d_model_viewer/eda_3d_model_viewer.cpp`
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- `kicad/3d-viewer/3d_canvas/eda_3d_canvas_pivot.cpp`
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---
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## If We Cover GAL, Is That Enough?
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**For 2D editing (schematic + PCB): YES**
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The entire 2D rendering pipeline goes through GAL. A working GAL backend enables full schematic and PCB editing.
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**For 3D viewer: NO**
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The 3D viewer is a separate rendering system. It could be disabled/stubbed initially and added later.
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---
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## The GAL API
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GAL (Graphics Abstraction Layer) is a clean 2D drawing interface defined in `kicad/include/gal/graphics_abstraction_layer.h`.
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**NO raw OpenGL is exposed.** The API consists of ~40 virtual methods:
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```cpp
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// Drawing primitives
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virtual void DrawLine(const VECTOR2D& start, const VECTOR2D& end);
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virtual void DrawSegment(const VECTOR2D& start, const VECTOR2D& end, double width);
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virtual void DrawPolyline(const std::vector<VECTOR2D>& points);
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virtual void DrawCircle(const VECTOR2D& center, double radius);
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virtual void DrawArc(const VECTOR2D& center, double radius, const EDA_ANGLE& start, const EDA_ANGLE& angle);
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virtual void DrawRectangle(const VECTOR2D& start, const VECTOR2D& end);
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virtual void DrawPolygon(const SHAPE_POLY_SET& polySet);
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virtual void DrawBitmap(const BITMAP_BASE& bitmap, double alpha);
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virtual void DrawGlyph(const KIFONT::GLYPH& glyph);
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// Attributes
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virtual void SetFillColor(const COLOR4D& color);
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virtual void SetStrokeColor(const COLOR4D& color);
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virtual void SetLineWidth(float width);
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virtual void SetIsFill(bool enabled);
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virtual void SetIsStroke(bool enabled);
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virtual void SetLayerDepth(double depth);
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// Transforms (matrix stack)
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virtual void Save();
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virtual void Restore();
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virtual void Transform(const MATRIX3x3D& matrix);
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virtual void Rotate(double angle);
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virtual void Translate(const VECTOR2D& translation);
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virtual void Scale(const VECTOR2D& scale);
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// Rendering control
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virtual void BeginDrawing();
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virtual void EndDrawing();
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virtual void SetTarget(RENDER_TARGET target);
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virtual void ClearTarget(RENDER_TARGET target);
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virtual void ClearScreen();
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// Grid and cursor
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virtual void DrawGrid();
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virtual void DrawCursor(const VECTOR2D& position);
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```
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**Existing GAL implementations:**
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| Class | File | Purpose |
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|-------|------|---------|
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| `OPENGL_GAL` | `kicad/include/gal/opengl/opengl_gal.h` | OpenGL rendering (uses legacy GL internally) |
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| `CAIRO_GAL` | `kicad/include/gal/cairo/cairo_gal.h` | Cairo software rendering |
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| `CALLBACK_GAL` | `kicad/include/callback_gal.h` | Hit testing, no actual rendering |
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---
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## What Breaks with FULL_ES3 (No Legacy Emulation)
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If we removed `LEGACY_GL_EMULATION`:
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| Feature | Used In | Status in FULL_ES3 |
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|---------|---------|-------------------|
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| `gluTess*` (tesselation) | Polygon rendering | **Our stub works** |
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| `glBegin/glEnd` | Bitmap quads, cursor | Not available |
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| `glVertex/glColor` | Immediate mode drawing | Not available |
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| `glPushMatrix/glPopMatrix` | Transformations | Not available |
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| `glMatrixMode` | Matrix switching | Not available |
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| `GL_QUADS` | Bitmap rendering | Not available (only triangles) |
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| `glEnableClientState` | Legacy vertex arrays | Not available |
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---
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## Strategy Options
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### Option 1: Keep LEGACY_GL_EMULATION (Current)
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**Pros:**
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- Works now
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- Minimal code changes to KiCad
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- All immediate mode functions available
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**Cons:**
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- ~200KB binary overhead from GLImmediate
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- Runtime overhead from emulation
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- Color-per-vertex bug requires our shim
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- Some edge cases may not work
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**Build flags:**
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```bash
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-sLEGACY_GL_EMULATION -sMAX_WEBGL_VERSION=2
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```
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### Option 2: Create WEBGL_GAL (New Backend)
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Create a new GAL implementation that uses pure WebGL 2.0 (ES 3.0) without legacy emulation.
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**Pros:**
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- No emulation overhead
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- Smaller binary
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- Cleaner, more maintainable
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- Better performance
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**Cons:**
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- Development effort (~2-3 weeks)
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- Need to maintain separate backend
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**Estimated scope:**
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```
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New class: WEBGL_GAL : public GAL
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Files needed:
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├── webgl_gal.h (~300 lines)
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├── webgl_gal.cpp (~2500 lines)
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├── webgl_shaders.cpp (~500 lines)
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└── webgl_compositor.cpp (~500 lines)
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Total: ~3500-4000 lines
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```
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**Why it's feasible:**
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- GAL API is clean - no raw GL leaks through
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- CAIRO_GAL proves it works (~2500 lines)
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- All drawing is 2D with simple primitives
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- KiCad's shaders already exist and work in WebGL
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### Option 3: Cairo-only (Software Rendering)
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Use CAIRO_GAL exclusively, render to HTML5 2D canvas.
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**Pros:**
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- Already exists
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- No WebGL needed
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- Works everywhere
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**Cons:**
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- Slow (CPU-only)
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- May struggle with complex boards
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- No hardware acceleration
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---
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## Recommendation
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**Short-term:** Keep LEGACY_GL_EMULATION - it works and allows rapid development.
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**Medium-term:** Create WEBGL_GAL - cleaner architecture, better performance, removes emulation hacks.
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**For 3D viewer:** Disable initially, add later as separate effort.
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---
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## Key Files Reference
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| Purpose | File |
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|---------|------|
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| Build flags | `scripts/common/env.sh` |
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| wxGLCanvas WASM | `wxwidgets/src/wasm/glcanvas.cpp` |
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| GL immediate shim | `wasm/shims/gl_immediate_shim.js` |
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| GLU tesselator | `wasm/stubs/glu_wasm_impl.cpp` |
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| KiCad GL compat | `kicad/include/gal/opengl/kiglew.h` |
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| KiCad shaders | `kicad/common/gal/shaders/kicad_*.glsl` |
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| GAL base class | `kicad/include/gal/graphics_abstraction_layer.h` |
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| OPENGL_GAL | `kicad/include/gal/opengl/opengl_gal.h` |
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| CAIRO_GAL | `kicad/include/gal/cairo/cairo_gal.h` |
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| GL documentation | `tests/GL_README.md` |
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