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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
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.