pub struct Headless { /* private fields */ }Expand description
A reusable offscreen renderer. Creating one compiles vello’s shaders, so tests should create it once and render many scenes through it.
Implementations§
Source§impl Headless
impl Headless
Sourcepub fn new() -> Result<Self, ShellError>
pub fn new() -> Result<Self, ShellError>
Acquires a compute-capable adapter (no surface required) and builds a vello renderer on it.
Sourcepub fn max_dimension(&self) -> u32
pub fn max_dimension(&self) -> u32
The largest texture dimension the device supports; render sizes are clamped to it.
Sourcepub fn clamp_size(&self, width: u32, height: u32) -> (u32, u32)
pub fn clamp_size(&self, width: u32, height: u32) -> (u32, u32)
Clamps a requested render size on both axes to the supported
1..=max_dimension() range.
Sourcepub fn render(
&mut self,
scene: &Scene,
width: u32,
height: u32,
base_color: Color,
) -> Result<RgbaImage, ShellError>
pub fn render( &mut self, scene: &Scene, width: u32, height: u32, base_color: Color, ) -> Result<RgbaImage, ShellError>
Renders scene at the given pixel size over base_color and reads the
result back into an RGBA image. The size is clamped to
1..=max_dimension() on both axes, so hostile dimensions cannot
trigger wgpu’s fatal validation handler.
Sourcepub fn render_plan(
&mut self,
frame: &Frame,
fonts: &mut Fonts,
state: &mut FrameState,
width: u32,
height: u32,
base_color: Color,
) -> Result<RgbaImage, ShellError>
pub fn render_plan( &mut self, frame: &Frame, fonts: &mut Fonts, state: &mut FrameState, width: u32, height: u32, base_color: Color, ) -> Result<RgbaImage, ShellError>
Renders frame with real frosted-glass backdrop blur and foreground
ElementFilters via the two-pass
pipeline, falling back to a single pass when the frame has neither.
The fast path is byte-for-byte identical to render: a
frame with no filtered node produces an empty plan, so the backdrop scene
is the final image and nothing is read back or reprocessed. Otherwise
the backdrop scene (every glass subtree skipped) is rendered and read
back, each region is blurred/filtered on the CPU
(process_specs), and the final scene
composites those images. width/height are physical pixels.
Auto Trait Implementations§
impl !RefUnwindSafe for Headless
impl !Sync for Headless
impl !UnwindSafe for Headless
impl Freeze for Headless
impl Send for Headless
impl Unpin for Headless
impl UnsafeUnpin for Headless
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.