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Renderer

Struct Renderer 

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pub struct Renderer { /* private fields */ }
Expand description

The renderer using instanced rendering.

This renderer converts FlattenedCommands into GPU instance data and renders all shapes with a single draw call per layer.

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impl Renderer

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pub fn new( device: Arc<Device>, queue: Arc<Queue>, format: TextureFormat, ) -> Self

Create a new renderer with instanced rendering.

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pub fn set_screen_size(&mut self, width: f32, height: f32)

Set the screen size in logical pixels.

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pub fn set_scale_factor(&mut self, scale: f32)

Set the HiDPI scale factor.

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pub fn render( &mut self, target: &mut RenderTarget, frame: &FlatFrame<'_>, clear_color: Color, ) -> bool

Draw into whatever this surface points at, and hand it over.

false means nothing reached the target and the frame should be drawn again — a lost or outdated swapchain, which is common right after a resize. A texture cannot fail that way: it is already there.

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pub fn render_to_view( &mut self, view: &TextureView, width: u32, height: u32, frame: &FlatFrame<'_>, clear_color: Color, )

Render flattened commands into a texture view the caller owns.

This is everything render does once it holds a swapchain texture, with the acquire and the present taken off both ends. A caller that has its own target — an offscreen texture in a test, with no compositor and no surface anywhere — gets the same pixels the screen would have shown.

width and height are the target’s size in physical pixels; the backdrop targets are allocated against them.

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fn timeline(self, keyframes: Keyframes<T>) -> Animated<T>
where T: Animatable,

Play keyframes when the widget appears — or, if they are played_by a trigger, on every change of it — resting on this value in between. Read more
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