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Cache Vello render output as stitchable textures (#3722)
* WIP render caching
* Hook up render cache to render pipeline
* Fixed offsets
* Initial cleanup
* Integrate cache with context invalidation
* Cleanup
* Improve rounding and reduce tile size to fix vello not rendering
* Include pointer position in cache key
* Avoid unwraps and zero sized textures
* Destroy textures after blitting to surface
* Fix context dependencies
* Exclude footprint from render params
* Batch animation frame messages
* Add vello max render size to preference dialogue
* Remove unused import
* Reorder vello preference
* Clean up preferences dialog
* Apply review suggestions
* Cap max render region size
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Co-authored-by: Keavon Chambers <keavon@keavon.com>
Enable the Brush tool to support basic raster-based layer painting.\n\
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This legacy experimental tool has performance and quality limitations and is slated for replacement in future versions of Graphite that will have a renewed focus on raster graphics editing.\n\
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\n\
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Content created with the Brush tool may not be compatible with future versions of Graphite.
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"
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Enable the Brush tool to support basic raster-based layer painting.\n\
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\n\
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This legacy experimental tool has performance and quality limitations and is slated for replacement in future versions of Graphite that will have a renewed focus on raster graphics editing.\n\
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\n\
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Content created with the Brush tool may not be compatible with future versions of Graphite.\n\
let header = vec![TextLabel::new("Compatibility").italic(true).widget_instance()];
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let ui_acceleration_description = "
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Use the CPU to draw the Graphite user interface (areas outside of the canvas) instead of the GPU. This does not affect the rendering of artwork in the canvas, which remains hardware accelerated.\n\
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\n\
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Disabling UI acceleration may slightly degrade performance, so this should be used as a workaround only if issues are observed with displaying the UI. This setting may become enabled automatically if Graphite launches, detects that it cannot draw the UI normally, and restarts in compatibility mode.
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"
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.trim();
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let wgpu_available = wgpu_available().unwrap_or(false);
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let is_desktop = cfg!(not(target_family = "wasm"));
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if wgpu_available || is_desktop {
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let header = vec![TextLabel::new("Compatibility").italic(true).widget_instance()];
Maximum X or Y resolution per render tile. Larger tiles may improve performance but can cause flickering or missing content in complex artwork if set too high.\n\
Use the CPU to draw the Graphite user interface (areas outside of the canvas) instead of the GPU. This does not affect the rendering of artwork in the canvas, which remains hardware accelerated.\n\
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\n\
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Disabling UI acceleration may slightly degrade performance, so this should be used as a workaround only if issues are observed with displaying the UI. This setting may become enabled automatically if Graphite launches, detects that it cannot draw the UI normally, and restarts in compatibility mode.\n\
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