Crates.io | irondash_texture |
lib.rs | irondash_texture |
version | 0.5.0 |
source | src |
created_at | 2022-11-15 18:17:33.04879 |
updated_at | 2023-12-26 15:02:03.884131 |
description | Rust Bindings for Flutter External Textures. |
homepage | |
repository | https://github.com/irondash/irondash |
max_upload_size | |
id | 715895 |
size | 70,853 |
Platform agnostic (as much as possible) interface to Flutter external textures.
Core idea is to implement PayloadProvider
trait for your object that
provides texture data and then create Texture
for the provider:
struct MyPayloadProvider {
// ...
}
impl PayloadProvider<BoxedPixelData> for MyPayloadProvider {
// This method will be called by Flutter during rasterization
// to get new texture data.
fn get_payload(&self) -> BoxedPixelData {
let data: Vec<u8> = make_pixel_data(width, height);
SimplePixelData::boxed(width, height, data)
}
}
After you have PayloadProvider
you can create Texture
:
let provider = Arc::new(MyPayloadProvider::new());
let texture = Texture::new_with_provider(engine_handle, provider)?;
let id = texture.id(); // pass this ID back to Flutter to create Texture widget.
/// This tells Flutter that it should refresh the texture and redraw frame.
texture.mark_frame_available();
To create texture, you need to have handle for current Flutter engine, which you can obtain through irondash_engine_context.
BoxedPixelData
payload type is supported on all platforms, though pixel order may change depending on platform. To find out pixel order for current platform use PixelData::FORMAT
.
Other than BoxedPixelData
, there are platform specific payload types that can be used to display GPU texture.
BoxedIOSurface
that provides IOSurface
texture on macOS and iOSBoxedGLTexture
on LinuxBoxedTextureDescriptor<ID3D11Texture2D>
and BoxedTextureDescriptor<DxgiSharedHandle>
on WindowsTo use GPU texture on Android, instead of setting payload, you can request JNI Surface
or NDK ANativeWindow
from the texture:
let texture = Texture::<NativeWindow>::new(engine_handle)?;
let native_window = texture.get()?;
PayloadProvider
must be Send
and Sync
, the texture payload will be requested on raster thread.
Texture
itself must be created on platform thread. However once the texture is
created, you can convert it to SendableTexture
, which can be moved between threads:
let texture = Texture::new_with_provider(engine_handle, provider)?;
let texture = texture.into_sendable_texture();
thread::spawn(move||{
// texture can now be used from any thread.
texture.mark_frame_available();
});