The `TextureStore` trait is implemented by the atlas, and can also be implemented in the glow renderer or in a software renderer. The API here may be improved in the future, but API stability is presumably not a huge issue since these types will only be used by renderer backends. |
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| src | ||
| Cargo.toml | ||
| README.md | ||
iced_wgpu
iced_wgpu is a wgpu renderer for iced_native. For now, it is the default renderer of Iced on native platforms.
wgpu supports most modern graphics backends: Vulkan, Metal, 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.
Installation
Add iced_wgpu as a dependency in your Cargo.toml:
iced_wgpu = "0.4"
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
Clipprimitive 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_brushlimitation)
Some of these issues are already being worked on! If you want to help, get in touch!