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Crate skia_rs_gpu

Crate skia_rs_gpu 

Source
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::Paint to 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.