waterui-image 0.4.0

Image primitives and decode pipeline for WaterUI
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waterui-image

High-performance image primitives and decode pipeline for WaterUI.

Decoded pixels are drawn through waterui-graphics' engine-neutral Scene2D contract: one draw_image call under the transform that resolves the view's content mode. The same component therefore renders on the GPU compute renderer, the CPU sparse-strip renderer used on embedded targets, and any backend that owns its own scene.

Rasterizing an image into a surface of its own — Image::render_offscreen, and the fallback a SceneView takes when the backend does not merge scenes itself — needs a GPU device, so it sits behind the default-on gpu feature. A consumer whose backend owns the scene turns it off and links no Vello and no rasterizer.

License

Licensed under either of

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