vello_gpu 0.3.0

A GPU renderer for Vello with CPU-side preprocessing.
Documentation
// Copyright 2025 the Vello Authors
// SPDX-License-Identifier: Apache-2.0 OR MIT

//! SVG rendering example for headless rendering
//!
//! This example demonstrates rendering an SVG file without a window or display.
//! It takes an input SVG file and renders it to a PNG file using the GPU renderer.

use std::io::BufWriter;
use vello_common::kurbo::{Affine, Stroke};
use vello_common::peniko::ImageAlphaType;
use vello_common::pico_svg::{Item, PicoSvg};
use vello_common::pixmap::{PixelMetadata, Pixmap};
use vello_gpu::{DimensionConstraints, Scene};

/// Main entry point for the headless rendering example.
/// Takes two command line arguments:
/// - Input SVG filename to render
/// - Output PNG filename to save the rendered result
///
/// Renders the SVG using the GPU renderer and saves the output as a PNG file.
fn main() {
    pollster::block_on(run());
}

async fn run() {
    let mut args = std::env::args().skip(1);
    let svg_filename: String = args.next().expect("svg filename is first arg");
    let output_filename: String = args.next().expect("output filename is second arg");
    let svg = std::fs::read_to_string(svg_filename).expect("error reading file");
    let render_scale = 5.0;
    let parsed = PicoSvg::load(&svg, 1.0).expect("error parsing SVG");

    let constraints = DimensionConstraints::default();
    let svg_width = parsed.size.width * render_scale;
    let svg_height = parsed.size.height * render_scale;
    let (width, height) = constraints.calculate_dimensions(svg_width, svg_height);

    let width = DimensionConstraints::convert_dimension(width);
    let height = DimensionConstraints::convert_dimension(height);

    let mut scene = Scene::new(width, height);
    render_svg(&mut scene, &parsed.items, Affine::scale(render_scale));

    // Initialize wgpu device and queue for GPU rendering
    let instance = wgpu::Instance::default();
    let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
        power_preference: wgpu::PowerPreference::default(),
        force_fallback_adapter: false,
        compatible_surface: None,
        ..Default::default()
    }))
    .expect("Failed to find an appropriate adapter");
    let (device, queue) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor {
        label: Some("Device"),
        required_features: wgpu::Features::empty(),
        ..Default::default()
    }))
    .expect("Failed to create device");

    // Create a render target texture
    let texture = device.create_texture(&wgpu::TextureDescriptor {
        label: Some("Render Target"),
        size: wgpu::Extent3d {
            width: width.into(),
            height: height.into(),
            depth_or_array_layers: 1,
        },
        mip_level_count: 1,
        sample_count: 1,
        dimension: wgpu::TextureDimension::D2,
        format: wgpu::TextureFormat::Rgba8Unorm,
        usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
        view_formats: &[],
    });
    let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());

    // Create renderer and render the scene to the texture
    let (mut renderer, mut resources) = vello_gpu::Renderer::new(
        &device,
        &vello_gpu::RenderTargetConfig {
            format: texture.format(),
            width,
            height,
        },
    );
    let render_size = vello_gpu::RenderSize { width, height };
    let depth_texture_view = vello_gpu::Renderer::create_depth_texture_view(&device, &render_size);
    // Copy texture to buffer
    let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
        label: Some("Vello Render To Buffer"),
    });
    renderer
        .render(
            &scene,
            &mut resources,
            &device,
            &queue,
            &mut encoder,
            &render_size,
            &texture_view,
            Some(&depth_texture_view),
            &vello_gpu::TextureBindings::new(),
            vello_gpu::TargetInit::Clear(vello_gpu::ClearSettings::default()),
        )
        .unwrap();

    // Create a buffer to copy the texture data
    let bytes_per_row = (u32::from(width) * 4).next_multiple_of(256);
    let texture_copy_buffer = device.create_buffer(&wgpu::BufferDescriptor {
        label: Some("Output Buffer"),
        size: u64::from(bytes_per_row) * u64::from(height),
        usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
        mapped_at_creation: false,
    });

    encoder.copy_texture_to_buffer(
        wgpu::TexelCopyTextureInfo {
            texture: &texture,
            mip_level: 0,
            origin: wgpu::Origin3d::ZERO,
            aspect: wgpu::TextureAspect::All,
        },
        wgpu::TexelCopyBufferInfo {
            buffer: &texture_copy_buffer,
            layout: wgpu::TexelCopyBufferLayout {
                offset: 0,
                bytes_per_row: Some(bytes_per_row),
                rows_per_image: None,
            },
        },
        wgpu::Extent3d {
            width: width.into(),
            height: height.into(),
            depth_or_array_layers: 1,
        },
    );
    queue.submit([encoder.finish()]);

    // Map the buffer for reading
    texture_copy_buffer
        .slice(..)
        .map_async(wgpu::MapMode::Read, move |result| {
            if result.is_err() {
                panic!("Failed to map texture for reading");
            }
        });
    device.poll(wgpu::PollType::wait_indefinitely()).unwrap();

    // Read back the pixel data
    let mut img_data = Vec::with_capacity(usize::from(width) * usize::from(height) * 4);
    for row in texture_copy_buffer
        .slice(..)
        .get_mapped_range()
        .unwrap()
        .chunks_exact(bytes_per_row as usize)
    {
        img_data.extend_from_slice(&row[0..usize::from(width) * 4]);
    }
    texture_copy_buffer.unmap();

    // Create the pixmap from the image data
    let pixmap = Pixmap::from_parts(img_data, width, height, PixelMetadata::default());

    // Write the pixmap to a file
    let file = std::fs::File::create(output_filename).unwrap();
    let w = BufWriter::new(file);
    let mut png_encoder = png::Encoder::new(w, width.into(), height.into());
    png_encoder.set_color(png::ColorType::Rgba);
    let mut writer = png_encoder.write_header().unwrap();
    writer
        .write_image_data(&pixmap.take_rgba8(ImageAlphaType::Alpha))
        .unwrap();
}

fn render_svg(ctx: &mut Scene, items: &[Item], transform: Affine) {
    ctx.set_transform(transform);
    for item in items {
        match item {
            Item::Fill(fill_item) => {
                ctx.set_paint(fill_item.color);
                ctx.fill_path(&fill_item.path);
            }
            Item::Stroke(stroke_item) => {
                let style = Stroke::new(stroke_item.width);
                ctx.set_stroke(style);
                ctx.set_paint(stroke_item.color);
                ctx.stroke_path(&stroke_item.path);
            }
            Item::Group(group_item) => {
                render_svg(ctx, &group_item.children, transform * group_item.affine);
                ctx.set_transform(transform);
            }
        }
    }
}