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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@ -869,12 +869,12 @@ app.whenReady().then(() => {
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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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