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