Expand description
Vello CPU is a 2D graphics rendering engine written in Rust for devices with no or underpowered GPUs.
We also develop:
- Vello GPU, which shares Vello CPU’s architecture but moves rasterization and compositing to the GPU.
- Vello Research, an experimental, high-performance, compute-centric GPU renderer.
§Usage
To use Vello CPU, you need to:
- Create a
RenderContext, a 2D drawing context for a fixed-size scene area. - For each object in your scene:
- Set how the object will be painted, using
set_paint. - Set the shape to be drawn for that object, using methods like
fill_path,stroke_path, orglyph_run.
- Set how the object will be painted, using
- Render it to an image using
RenderContext::render.
use vello_cpu::{RenderContext, Resources, Pixmap};
use vello_cpu::{color::{palette::css, PremulRgba8}, kurbo::Rect};
let width = 10;
let height = 5;
let mut context = RenderContext::new(width, height);
let mut resources = Resources::new();
context.set_paint(css::MAGENTA);
context.fill_rect(&Rect::from_points((3., 1.), (7., 4.)));
let mut target = Pixmap::new(width, height);
// While calling `flush` is only strictly necessary if you are rendering using
// multiple threads, it is recommended to always do this.
context.flush();
context.render(&mut target, &mut resources);
let expected_render = b"\
0000000000\
0001111000\
0001111000\
0001111000\
0000000000";
let magenta = css::MAGENTA.premultiply().to_rgba8();
let transparent = PremulRgba8 {r: 0, g: 0, b: 0, a: 0};
let mut result = Vec::new();
for pixel in target.data() {
if *pixel == magenta {
result.push(b'1');
} else if *pixel == transparent {
result.push(b'0');
} else {
panic!("Got unexpected pixel value {pixel:?}");
}
}
assert_eq!(&result, expected_render);See the examples for more complete demonstrations of Vello CPU’s API.
§Features
std(enabled by default): Get floating point functions from the standard library (likely using your target’s libc).libm: Use floating point implementations from libm.png(enabled by default): Allow loadingPixmaps from PNG images. Also required for rendering glyphs with an embedded PNG. Impliesstd.multithreading: Enable multi-threaded rendering. Impliesstd.text(enabled by default): Enables glyph rendering (glyph_run).u8_pipeline(enabled by default): Enable the u8 pipeline, for speed focused rendering using u8 math. Theu8pipeline will be used forOptimizeSpeed, if both pipelines are enabled. If you’re using Vello CPU for application rendering, you should prefer this pipeline.f32_pipeline: Enable thef32pipeline, which is slower but has more accurate results. This is espectially useful for rendering test snapshots. Thef32pipeline will be used forOptimizeQuality, if both pipelines are enabled.
At least one of std and libm is required; std overrides libm. At least
one of u8_pipeline and f32_pipeline must be enabled. You might choose to
disable one of these pipelines if your application won’t use it, so as to reduce
binary size.
§Current state
Vello CPU is a solid CPU-only 2D renderer with broad, reliable feature support. It provides excellent performance across a wide range of workloads, with optimized SIMD implementations for all major architectures. The renderer is still under active development, however, and a few limitations remain:
- Complex filter graphs are currently not supported at all and will panic. In multi-threaded mode, even simple filters are currently unsupported.
- Parts of the API and its documentation are still suboptimal, for example the
Resourceslifecycle. - Some exposed features remain experimental and are not recommended for use, including glyph caching. Experimental APIs are identified in their method documentation.
- There is still more room for performance improvements, in particular on x86 systems and also for multi-threaded rendering.
With that said, we are continuously improving Vello CPU and will address these and other limitations in future releases.
§Performance
Performance benchmarks can be found here, As can be seen, Vello CPU achieves compelling performance on both, aarch64 and x86 platforms. We also have SIMD optimizations for WASM SIMD, meaning that you can expect good performance there as well.
§Implementation
If you want to gain a better understanding of Vello CPU and the sparse strips paradigm, you can take a look at the accompanying master’s thesis that was written on the topic. Note that parts of the descriptions might become outdated as the implementation changes, but it should give a good overview nevertheless.
Re-exports§
pub use text::GlyphRunBuilder;text
Modules§
- filter_
effects - Filter effects API based on the W3C Filter Effects specification.
- geometry
- Geometry utilities.
- peniko
- A Rust 2D graphics type library
Structs§
- Glyph
text - Positioned glyph.
- ImageId
- Opaque image handle
- Mask
- A mask.
- Pixel
Metadata - Metadata about the pixels of an image.
- Pixmap
- A pixmap of premultiplied RGBA8 values backed by
u8. - Pixmap
Mut - A mutable view into premultiplied RGBA8 pixmap data.
- Rasterizer
Settings - Settings used when rasterizing a scene into a pixmap.
- Render
Context - A render context for CPU-based 2D graphics rendering.
- Render
Settings - Settings to apply to the render context.
- Render
State - A render state which contains the style properties for path rendering.
- Resources
- Persistent resources required by Vello CPU for rendering.
- Tint
- A tint applied to image paints.
- Transforms
- Context for holding transforms for paths and paints.
Enums§
- Image
Source - Bitmap source used by
Image. - Level
- The level enum with the specific SIMD capabilities available.
- Pixel
Format - The pixel format to assume for the destination pixmap.
- Pixels
- The result of attempting to extract RGB8 data from a
Pixmap. - Render
Mode - The selected rendering mode.
For using
RenderMode::OptimizeQualityyou also need to enablef32_pipelinefeature. - Tint
Mode - How tint color is applied to an image.
Type Aliases§
- Glyph
RunBuilder text - A glyph run builder.
- Image
- An image.
- Paint
Type - A kind of paint that can be used for filling and stroking shapes.
- Target
Init - How the destination pixmap is initialized before rendering.