docs: add docs about shared texture mode osr (#45670)

* docs: add docs about shared texture mode osr

* docs: add docs about shared texture mode osr

* docs: fix dot

* 更新 web-contents.md

Co-authored-by: Sam Maddock <samuel.maddock@gmail.com>

---------

Co-authored-by: Sam Maddock <samuel.maddock@gmail.com>
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reito 2025-02-28 00:10:58 +08:00 committed by GitHub
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3 changed files with 136 additions and 2 deletions

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@ -898,6 +898,8 @@ copying data between CPU and GPU memory, with Chromium's hardware acceleration s
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.
By managing the texture lifecycle by yourself, you can safely pass the `texture.textureInfo` to other processes through IPC.
More details can be found in the [offscreen rendering tutorial](../tutorial/offscreen-rendering.md). To learn about how to handle the texture in native code, refer to [offscreen rendering's code documentation.](https://github.com/electron/electron/blob/main/shell/browser/osr/README.md).
```js
const { BrowserWindow } = require('electron')
@ -909,7 +911,7 @@ win.webContents.on('paint', async (e, dirty, image) => {
await new Promise(resolve => setTimeout(resolve, 50))
// You can send the native texture handle to native code for importing into your rendering pipeline.
// For example: https://github.com/electron/electron/tree/main/spec/fixtures/native-addon/osr-gpu
// Read more at https://github.com/electron/electron/blob/main/shell/browser/osr/README.md
// importTextureHandle(dirty, e.texture.textureInfo)
// You must call `e.texture.release()` as soon as possible, before the underlying frame pool is drained.