Crate vello
Expand description
Vello is a 2d graphics rendering engine written in Rust, using wgpu.
It efficiently draws large 2d scenes with interactive or near-interactive performance.
§Motivation
Vello is meant to fill the same place in the graphics stack as other vector graphics renderers like Skia, Cairo, and its predecessor project Piet.
On a basic level, that means it provides tools to render shapes, images, gradients, texts, etc, using a PostScript-inspired API, the same that powers SVG files and the browser <canvas> element.
Vello’s selling point is that it gets better performance than other renderers by better leveraging the GPU. In traditional PostScript-style renderers, some steps of the render process like sorting and clipping either need to be handled in the CPU or done through the use of intermediary textures. Vello avoids this by using prefix-scan algorithms to parallelize work that usually needs to happen in sequence, so that work can be offloaded to the GPU with minimal use of temporary buffers.
This means that Vello needs a GPU with support for compute shaders to run.
§Getting started
Vello is meant to be integrated deep in UI render stacks.
While drawing in a Vello Scene is easy, actually rendering that scene to a surface setting up a wgpu context, which is a non-trivial task.
To use Vello as the renderer for your PDF reader / GUI toolkit / etc, your code will have to look roughly like this:
// Initialize wgpu and get handles
let (width, height) = ...;
let device: wgpu::Device = ...;
let queue: wgpu::Queue = ...;
let mut renderer = Renderer::new(
&device,
RendererOptions {
use_cpu: false,
antialiasing_support: vello::AaSupport::all(),
num_init_threads: NonZeroUsize::new(1),
},
).expect("Failed to create renderer");
// Create scene and draw stuff in it
let mut scene = vello::Scene::new();
scene.fill(
vello::peniko::Fill::NonZero,
vello::Affine::IDENTITY,
vello::Color::from_rgb8(242, 140, 168),
None,
&vello::Circle::new((420.0, 200.0), 120.0),
);
// Draw more stuff
scene.push_layer(...);
scene.fill(...);
scene.stroke(...);
scene.pop_layer(...);
let texture = device.create_texture(&...);
// Render to a wgpu Texture
renderer
.render_to_texture(
&device,
&queue,
&scene,
&texture,
&vello::RenderParams {
base_color: palette::css::BLACK, // Background color
width,
height,
antialiasing_method: AaConfig::Msaa16,
},
)
.expect("Failed to render to a texture");
// Do things with surface texture, such as blitting it to the Surface using
// wgpu::util::TextureBlitter.See the examples/ folder to see how that code integrates with frameworks like winit.
Modules§
- low_
level - Utilities which can be used to create an alternative Vello renderer to
Renderer. - peniko
- A Rust 2D graphics type library
- util
- Simple helpers for managing wgpu state and surfaces.
- wgpu
wgpuis a cross-platform, safe, pure-Rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.
Structs§
- AaSupport
- Represents the set of anti-aliasing configurations to enable during pipeline creation.
- Deferred
Pipelines Renderer::deferred_pipelines: what a deferring renderer has not built.- Draw
Glyphs - Builder for encoding a glyph run.
- Font
Embolden - Synthetic embolden settings for a glyph run.
- Glyph
- Positioned glyph.
- Image
Cache Stats - What the image cache holds, for memory diagnostics.
- Image
Source - A texture an image’s pixels are drawn from, through a render pass.
- Render
Params - Parameters used in a single render that are configurable by the client.
- Renderer
- Renders a scene into a texture or surface.
- Renderer
Memory Stats - GPU allocations whose sizes Vello can account for directly. Driver, pipeline-cache, and swapchain memory are intentionally excluded.
- Renderer
Options - Options which are set at renderer creation time, used in
Renderer::new. - Scene
- The main datatype for rendering graphics.
Enums§
- AaConfig
- Represents the anti-aliasing method to use during a render pass.
- Bump
Budget Error - A counter readback could not establish whether the render fit its budget.
- Bump
Budget Poll - State of the outstanding adaptive bump-counter readbacks.
- Error
- Errors that can occur in Vello.
- Pipeline
Deferral - Which of its pipelines
Renderer::new_deferringbuilds before it returns (Tilo patch). A deferred pipeline is built byRenderer::start_deferred_pipelines’ background thread, or by the first render that dispatches it; no dispatch ever runs without its pipeline.
Constants§
- SHADER_
FINGERPRINT - A stable identity of every shader’s name and WGSL text in this build.
Functions§
- set_
external_ image_ source - Install the process’s
ExternalImageSource. The first one installed stays.
Type Aliases§
- External
Image Source - Supplies the pixels of an image drawn with an empty blob — one whose
pixels live in a texture overridden on another renderer (see
Renderer::override_image) — to a renderer that has no override for it. Given the blob id, it returns the image’s tightly packed pixels. - Normalized
Coord - A normalized variation coordinate (for variable fonts) in 2.14 fixed point format.