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PlatformHeadlessRenderer

Trait PlatformHeadlessRenderer 

Source
pub trait PlatformHeadlessRenderer {
    // Required methods
    fn render_scene_to_image(
        &mut self,
        scene: &Scene,
        size: Size<DevicePixels>,
    ) -> Result<RgbaImage>;
    fn render_scene(
        &mut self,
        scene: &Scene,
        size: Size<DevicePixels>,
    ) -> Result<()>;
    fn sprite_atlas(&self) -> Arc<dyn PlatformAtlas> ⓘ;
}
Expand description

Renders scenes offscreen for windows that have no display, such as in tests and benchmarks.

Required Methods§

Source

fn render_scene_to_image( &mut self, scene: &Scene, size: Size<DevicePixels>, ) -> Result<RgbaImage>

Renders scene at size and returns the pixels as an RGBA image.

Source

fn render_scene( &mut self, scene: &Scene, size: Size<DevicePixels>, ) -> Result<()>

Render a scene to an offscreen target without reading the result back.

This is the headless analogue of presenting a frame: it performs the same CPU-side scene encoding and GPU submission as drawing to a real window, but doesn’t block on GPU completion or copy pixels back.

Source

fn sprite_atlas(&self) -> Arc<dyn PlatformAtlas> ⓘ

Returns the sprite atlas used by this renderer.

Dyn Compatibility§

This trait is dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety".

Implementors§