Expand description
GPU backends for skia-rs.
This crate provides hardware-accelerated rendering:
- Vulkan backend (via ash)
- OpenGL backend (via glow)
- Metal backend (via metal-rs)
- WebGPU/cross-platform backend (via wgpu)
§Features
- Pipeline State Management: Render and compute pipeline configuration
- Shader Compilation: WGSL shader compilation and caching
- Command Buffer Recording: Efficient command batching and submission
- Path Tessellation: Convert paths to GPU-friendly triangle meshes
- Stencil-Then-Cover: Complex path rendering with correct winding rules
- Atlas Management: Efficient batching of small elements
- Glyph Cache: Fast text rendering with cached glyphs
- Gradient Textures: Generate gradient lookup textures
- Image Tiling: Tile modes for image rendering
- MSAA Support: Multi-sample anti-aliasing
- SDF Rendering: Signed distance field for resolution-independent shapes
Re-exports§
pub use atlas::*;pub use command::*;pub use context::*;pub use glyph_cache::*;pub use gradient::*;pub use msaa::*;pub use pipeline::*;pub use sdf::*;pub use shader::*;pub use stencil_cover::*;pub use surface::*;pub use tessellation::*;pub use texture::*;pub use tiling::*;pub use wgpu_backend::*;pub use vulkan_backend::*;pub use opengl_backend::*;
Modules§
- atlas
- Atlas management for GPU rendering.
- command
- Command buffer recording and submission.
- context
- GPU context abstraction.
- debug
- GPU Shader Debugging Tools
- glyph_
cache - Glyph cache for GPU text rendering.
- gradient
- Gradient texture generation for GPU rendering.
- msaa
- MSAA (Multi-Sample Anti-Aliasing) support for GPU rendering.
- opengl_
backend - Direct OpenGL backend implementation using glow.
- paint_
bridge - Bridge from
skia_rs_paint::Paintto GPU pipeline descriptors + uniforms. - pipeline
- Pipeline state management for GPU rendering.
- sdf
- Signed Distance Field (SDF) rendering for GPU text and shapes.
- shader
- Shader compilation and management for GPU rendering.
- stencil_
cover - Stencil-then-cover algorithm for complex path rendering.
- surface
- GPU surface abstraction.
- tessellation
- Path tessellation for GPU rendering.
- texture
- GPU texture abstraction.
- tiling
- Image tiling for GPU rendering.
- vulkan_
backend - Direct Vulkan backend implementation using ash.
- wgpu_
backend - WebGPU backend implementation using wgpu.