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								# Offscreen Rendering
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								## Overview
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								Offscreen rendering lets you obtain the content of a `BrowserWindow` in a
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								bitmap or a shared GPU texture, so it can be rendered anywhere, for example,
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								on texture in a 3D scene.
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								The offscreen rendering in Electron uses a similar approach to that of the
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								[Chromium Embedded Framework](https://bitbucket.org/chromiumembedded/cef)
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								project.
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								_Notes_:
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								* There are two rendering modes that can be used (see the section below) and only
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								the dirty area is passed to the `paint` event to be more efficient.
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								* You can stop/continue the rendering as well as set the frame rate.
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								* The maximum frame rate is 240 because greater values bring only performance
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								losses with no benefits.
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								* When nothing is happening on a webpage, no frames are generated.
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								* An offscreen window is always created as a
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								[Frameless Window](../tutorial/window-customization.md).
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								### Rendering Modes
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								#### GPU accelerated
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								GPU accelerated rendering means that the GPU is used for composition. The benefit
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								of this mode is that WebGL and 3D CSS animations are supported. There are two
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								different approaches depending on the `webPreferences.offscreen.useSharedTexture`
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								setting.
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								1. Use GPU shared texture
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								    Used when `webPreferences.offscreen.useSharedTexture` is set to `true`.
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								    This is an advanced feature requiring a native node module to work with your own code.
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								    The frames are directly copied in GPU textures, thus this mode is very fast because
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								    there's no CPU-GPU memory copies overhead, and you can directly import the shared
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								    texture to your own rendering program.
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								2. Use CPU shared memory bitmap
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								    Used when `webPreferences.offscreen.useSharedTexture` is set to `false` (default behavior).
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								    The texture is accessible using the `NativeImage` API at the cost of performance.
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								    The frame has to be copied from the GPU to the CPU bitmap which requires more system
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								    resources, thus this mode is slower than the Software output device mode. But it supports
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								    GPU related functionalities.
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								#### Software output device
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								This mode uses a software output device for rendering in the CPU, so the frame
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								generation is faster than shared memory bitmap GPU accelerated mode.
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								To enable this mode, GPU acceleration has to be disabled by calling the
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								[`app.disableHardwareAcceleration()`][disablehardwareacceleration] API.
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								## Example
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								```fiddle docs/fiddles/features/offscreen-rendering
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								const { app, BrowserWindow } = require('electron/main')
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								const fs = require('node:fs')
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								const path = require('node:path')
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								app.disableHardwareAcceleration()
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								function createWindow () {
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								  const win = new BrowserWindow({
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								    width: 800,
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								    height: 600,
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								    webPreferences: {
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								      offscreen: true
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								    }
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								  })
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								  win.loadURL('https://github.com')
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								  win.webContents.on('paint', (event, dirty, image) => {
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								    fs.writeFileSync('ex.png', image.toPNG())
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								  })
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								  win.webContents.setFrameRate(60)
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								  console.log(`The screenshot has been successfully saved to ${path.join(process.cwd(), 'ex.png')}`)
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								}
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								app.whenReady().then(() => {
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								  createWindow()
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								  app.on('activate', () => {
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								    if (BrowserWindow.getAllWindows().length === 0) {
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								      createWindow()
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								    }
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								  })
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								})
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								app.on('window-all-closed', () => {
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								  if (process.platform !== 'darwin') {
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								    app.quit()
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								  }
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								})
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								```
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								After launching the Electron application, navigate to your application's
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								working folder, where you'll find the rendered image.
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								[disablehardwareacceleration]: ../api/app.md#appdisablehardwareacceleration
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