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Renderer

Struct Renderer 

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pub struct Renderer {
    pub clear_color: Color,
    /* private fields */
}

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§clear_color: Color

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impl Renderer

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pub async fn new( target: impl Into<SurfaceTarget<'static>>, width: u32, height: u32, ) -> Result<Renderer, Box<dyn Error>>

A renderer for one window, on a device of its own.

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pub fn new_in( gpu: &Gpu, target: impl Into<SurfaceTarget<'static>>, width: u32, height: u32, ) -> Result<Renderer, Box<dyn Error>>

A renderer for another window on an existing device — the one every window of a session shares. Get it from Renderer::gpu.

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pub fn gpu(&self) -> &Gpu

The device this renderer draws with, to open another window on.

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pub fn set_frame_latency(&mut self, frames: u32)

How many frames may be queued ahead of the one on screen (at least one); see DEFAULT_FRAME_LATENCY. Reconfigures the surface when it changes.

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pub fn frame_latency(&self) -> u32

The frame latency the surface is configured with.

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pub fn subpixel_text(&self) -> bool

Whether this device blends per channel, i.e. LCD subpixel glyphs (QuadKind::GlyphSubpixel) render as intended. Drivers feed this to Core::set_subpixel_text; without it the core should keep rasterizing alpha masks.

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pub fn resize(&mut self, width: u32, height: u32)

Reconfigures the swapchain for a new window size.

Both bounds are the platform’s, not ours. max(1) because a minimized window reports zero and a zero-sized surface is a validation error; min(max_texture_dimension_2d) because Windows hands out a nonsense size mid-resize — a 2600x1500 move on Windows 11 arrived as 2578x32711 — and configuring a surface larger than the device can hold panics inside wgpu, taking the app with it. A clamped frame is one wrong picture; the next real size fixes it.

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pub fn render( &mut self, dl: &DisplayList, atlas: &mut GlyphAtlas, ) -> Result<RenderReport, RenderError>

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