iced-mobile/wgpu
Héctor Ramón Jiménez fc4270f0fd Recreate uniforms `BindGroup` when necessary
(cherry picked from commit ab53df8e9d)
2020-06-25 02:08:44 +02:00
..
fonts Fallback to embedded font when system font fails 2019-11-26 15:32:11 +01:00
src Recreate uniforms `BindGroup` when necessary 2020-06-25 02:08:44 +02:00
Cargo.toml Bump `iced_wgpu` version 2020-05-30 03:26:25 +02:00
README.md Bump all versions 🎉 2020-04-02 17:40:20 +02:00

README.md

iced_wgpu

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iced_wgpu is a wgpu renderer for iced_native. For now, it is the default renderer of Iced in native platforms.

wgpu supports most modern graphics backends: Vulkan, Metal, DX11, and DX12 (OpenGL and WebGL are still WIP). Additionally, it will support the incoming WebGPU API.

Currently, iced_wgpu supports the following primitives:

  • Text, which is rendered using wgpu_glyph. No shaping at all.
  • Quads or rectangles, with rounded borders and a solid background color.
  • Clip areas, useful to implement scrollables or hide overflowing content.
  • Images and SVG, loaded from memory or the file system.
  • Meshes of triangles, useful to draw geometry freely.

iced_wgpu

Installation

Add iced_wgpu as a dependency in your Cargo.toml:

iced_wgpu = "0.2"

Iced moves fast and the master branch can contain breaking changes! If you want to learn about a specific release, check out the release list.

Current limitations

The current implementation is quite naive, it uses:

  • A different pipeline/shader for each primitive
  • A very simplistic layer model: every Clip primitive will generate new layers
  • Many render passes instead of preparing everything upfront
  • A glyph cache that is trimmed incorrectly when there are multiple layers (a glyph_brush limitation)

Some of these issues are already being worked on! If you want to help, get in touch!