Canvas SVG

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Some lower end RPi/Intel based computers are taking ~15 seconds to show the FG1000 device.


So there's currently a discussion taking place to optimize/port or re-implement Canvas SVG handling - could some more people please report here how long initialization of the FG1000 is taking for them ? Ideally, by using just the debug menu and checking how much time it takes for the PDF to show up ?

With some new MFDs making heavy use of SVG files, our way of using a custom scripted parser implemented in Nasal (svg.nas) is adding up considerably. i.e. performance is severely affected when processing such files.

On some platforms, just the initialization of the FG1000 is taking ~15 seconds - profiling shows most of the time is spent in ~1500 context switches between Nasal and C++ respectively.


Better understand and improve performance of initializing and using SVG images via the Canvas.


  • add support for persistence, i.e. to serialize a Canvas.Group structure to disk ($FG_HOME) and use caching from then on
  • run parsexml in a Nasal worker thread (problematic: while parsing/loading can happen asynchronously, the parser needs a handle to the canvas group to draw into, so need to synchronize access to that) [1]
  • Stuart suggested to port svg.nas to C++ (that would still not give us any threading benefits) - also, custom our parser is really trivial, i.e. only supports a subset of SVG
  • create a new/dedicated canvas element specifically for handling SVG files, without going through Nasal space (at least not inside the main loop), possibly adopting an existing SVG rendering back-end that is OpenGL/OSG compatible
  • use an existing SVG back-end that renders into a scene graph, i.e. something like vega scenegraph


last update: 06/2020

after a bit of googling, it actually turns out that there is already a dedicated plugin for SVG handling via OSG - so that would probably be the least amount of work, given that we already have Canvas::Image using the same ReaderWriter mechanism under the hood.

I don't know anything about the plugin's state - but I suppose it'll we much more feature-complete than our own little parser. And it being an OSG plugin, it will automatically be able to run in the background - so we won't have to add our own threading code.

Also, it's not a totally new dependency, rather just another OSG plugin - so comparatively easy to support via the existing build system (according to the OSG website, the plugin only needs librsvg)


Actually, it only just occurred to me that we may already have native SVG support anyway, due to the way how OSG ReaderWriter plugins work, it's very well possible that all that we need to do is build/add the SVG plugin, because at that point Canvas.Image might automatically be able to work "as is", without any C++ changes, all that is needed is specifying an SVG file - how does that sound? :D

(note this bypasses Nasal/svg.nas and the XML parser entirely, and runs inside a background thread handled by OSG, and it only takes a few ms to load/display)

var (width, height) = (512, 512);
var myCanvas ={
    "name": "Canvas.Image SVG Test",
    "view": [width, height],
    "mipmapping": 1 


# creating the top - level / root group which will contain all other elements / group
var root = myCanvas.createGroup();

var window =[width, height], "dialog");

# path is relative to $FG_ROOT(base package)
var path = "Aircraft/Instruments-3d/FG1000/MFDPages/PFDInstruments.svg";
# create an image child
for the texture
var child = root.createChild("image")
    .setSize(512, 512);

Native SVG handling via Canvas Image and the OSG SVG plugin (via librsvg)