feat: GPU shared texture offscreen rendering (#42953)
* feat: GPU shared texture offscreen rendering * docs: clarify texture infos that passed by the paint event. * feat: make gpu osr spec test optional * fix: osr image compare * fix: remove duplicate test * fix: update patch file * fix: code review * feat: expose more metadata * feat: use better switch design * feat: add warning when user forget to release the texture. * fix: typo * chore: update patch * fix: update patch * fix: update patch description * fix: update docs * fix: apply suggestions from code review Co-authored-by: Charles Kerr <charles@charleskerr.com> * fix: apply suggested fixes --------- Co-authored-by: Charles Kerr <charles@charleskerr.com>
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docs/api/structures/offscreen-shared-texture.md
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docs/api/structures/offscreen-shared-texture.md
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# OffscreenSharedTexture Object
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* `textureInfo` Object - The shared texture info.
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* `widgetType` string - The widget type of the texture. Can be `popup` or `frame`.
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* `pixelFormat` string - The pixel format of the texture. Can be `rgba` or `bgra`.
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* `codedSize` [Size](size.md) - The full dimensions of the video frame.
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* `visibleRect` [Rectangle](rectangle.md) - A subsection of [0, 0, codedSize.width(), codedSize.height()]. In OSR case, it is expected to have the full section area.
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* `contentRect` [Rectangle](rectangle.md) - The region of the video frame that capturer would like to populate. In OSR case, it is the same with `dirtyRect` that needs to be painted.
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* `timestamp` number - The time in microseconds since the capture start.
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* `metadata` Object - Extra metadata. See comments in src\media\base\video_frame_metadata.h for accurate details.
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* `captureUpdateRect` [Rectangle](rectangle.md) (optional) - Updated area of frame, can be considered as the `dirty` area.
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* `regionCaptureRect` [Rectangle](rectangle.md) (optional) - May reflect the frame's contents origin if region capture is used internally.
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* `sourceSize` [Rectangle](rectangle.md) (optional) - Full size of the source frame.
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* `frameCount` number (optional) - The increasing count of captured frame. May contain gaps if frames are dropped between two consecutively received frames.
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* `sharedTextureHandle` Buffer _Windows_ _macOS_ - The handle to the shared texture.
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* `planes` Object[] _Linux_ - Each plane's info of the shared texture.
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* `stride` number - The strides and offsets in bytes to be used when accessing the buffers via a memory mapping. One per plane per entry.
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* `offset` number - The strides and offsets in bytes to be used when accessing the buffers via a memory mapping. One per plane per entry.
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* `size` number - Size in bytes of the plane. This is necessary to map the buffers.
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* `fd` number - File descriptor for the underlying memory object (usually dmabuf).
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* `modifier` string _Linux_ - The modifier is retrieved from GBM library and passed to EGL driver.
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* `release` Function - Release the resources. The `texture` cannot be directly passed to another process, users need to maintain texture lifecycles in
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main process, but it is safe to pass the `textureInfo` to another process. Only a limited number of textures can exist at the same time, so it's important
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that you call `texture.release()` as soon as you're done with the texture.
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@ -79,10 +79,14 @@
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[browserWindow](../browser-window.md) has disabled `backgroundThrottling` then
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frames will be drawn and swapped for the whole window and other
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[webContents](../web-contents.md) displayed by it. Defaults to `true`.
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* `offscreen` boolean (optional) - Whether to enable offscreen rendering for the browser
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* `offscreen` Object | boolean (optional) - Whether to enable offscreen rendering for the browser
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window. Defaults to `false`. See the
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[offscreen rendering tutorial](../../tutorial/offscreen-rendering.md) for
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more details.
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* `useSharedTexture` boolean (optional) _Experimental_ - Whether to use GPU shared texture for accelerated
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paint event. Defaults to `false`. See the
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[offscreen rendering tutorial](../../tutorial/offscreen-rendering.md) for
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more details.
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* `contextIsolation` boolean (optional) - Whether to run Electron APIs and
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the specified `preload` script in a separate JavaScript context. Defaults
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to `true`. The context that the `preload` script runs in will only have
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Returns:
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* `event` Event
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* `details` Event\<\>
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* `texture` [OffscreenSharedTexture](structures/offscreen-shared-texture.md) (optional) _Experimental_ - The GPU shared texture of the frame, when `webPreferences.offscreen.useSharedTexture` is `true`.
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* `dirtyRect` [Rectangle](structures/rectangle.md)
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* `image` [NativeImage](native-image.md) - The image data of the whole frame.
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Emitted when a new frame is generated. Only the dirty area is passed in the
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buffer.
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Emitted when a new frame is generated. Only the dirty area is passed in the buffer.
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```js
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const { BrowserWindow } = require('electron')
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@ -886,6 +886,33 @@ win.webContents.on('paint', (event, dirty, image) => {
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win.loadURL('https://github.com')
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```
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When using shared texture (set `webPreferences.offscreen.useSharedTexture` to `true`) feature, you can pass the texture handle to external rendering pipeline without the overhead of
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copying data between CPU and GPU memory, with Chromium's hardware acceleration support. This feature is helpful for high-performance rendering scenarios.
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Only a limited number of textures can exist at the same time, so it's important that you call `texture.release()` as soon as you're done with the texture.
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By managing the texture lifecycle by yourself, you can safely pass the `texture.textureInfo` to other processes through IPC.
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```js
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const { BrowserWindow } = require('electron')
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const win = new BrowserWindow({ webPreferences: { offscreen: { useSharedTexture: true } } })
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win.webContents.on('paint', async (e, dirty, image) => {
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if (e.texture) {
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// By managing lifecycle yourself, you can handle the event in async handler or pass the `e.texture.textureInfo`
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// to other processes (not `e.texture`, the `e.texture.release` function is not passable through IPC).
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await new Promise(resolve => setTimeout(resolve, 50))
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// You can send the native texture handle to native code for importing into your rendering pipeline.
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// For example: https://github.com/electron/electron/tree/main/spec/fixtures/native-addon/osr-gpu
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// importTextureHandle(dirty, e.texture.textureInfo)
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// You must call `e.texture.release()` as soon as possible, before the underlying frame pool is drained.
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e.texture.release()
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}
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})
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win.loadURL('https://github.com')
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```
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#### Event: 'devtools-reload-page'
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Emitted when the devtools window instructs the webContents to reload
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