![forma logo](assets/images/logo.png?raw=true) [![crates.io badge](https://img.shields.io/crates/v/forma-render?style=for-the-badge)](https://crates.io/crates/forma-render) [![](https://dcbadge.vercel.app/api/server/CYtcmqgh)](https://discord.gg/CYtcmqgh) A (thouroughly) parallelized **experimental** Rust vector-graphics renderer with both a software (CPU) and hardware (GPU) back-end having the following goals, in this order: 1. **Portability**; supporting Fuchsia, Linux, macOS, Windows, Android & iOS. 2. **Performance**; making use of compute-focused pipeline that is highly parallelized both at the instruction-level and the thread-level. 3. **Simplicity**; implementing an easy-to-understand 4-stage pipeline. 4. **Size**; minimizing the number of dependencies and focusing on vector-graphics only. It relies on Rust's SIMD auto-vectorization/intrinsics and [Rayon] to have good performance on the CPU, while using [WebGPU] ([wgpu]) to take advantage of the GPU. [Rayon]: https://github.com/rayon-rs/rayon [WebGPU]: https://github.com/gpuweb/gpuweb [wgpu]: https://wgpu.rs/ ## Getting started Add the following to your `Cargo.toml` dependencies: ```toml forma = { version = "0.1.0", package = "forma-render" } ``` ## 4-stage Pipeline | 1. Curve flattening | 2. Line segment rasterization | 3. Sorting | 4. Painting | |:-------------------:|:-----------------------------:|:---------------------:|:--------------------------------:| | Bézier curves | line segments | pixel segments | sorted pixel segments, old tiles | | ⬇️⬇️⬇️ | ⬇️⬇️⬇️ | ⬇️⬇️⬇️ | ⬇️⬇️⬇️ | | line segments | pixel segments | sorted pixel segments | freshly painted tiles | ## Implementation Highlights ✨ Here are a few implementation highlights that make forma stand out from commonly used vector renderers.
Curvature-aware flattening All higher cubic Béziers are approximated by quadratic ones, then, in parallel, flattened to line segments according to their curvature. This [technique] was developed by Raph Levien. [technique]: https://raphlinus.github.io/graphics/curves/2019/12/23/flatten-quadbez.html
Cheap translations and rotations Translations and rotations can be rendered without having to re-flatten the curves, all the while maintaining full quality.
Parallel pixel grid intersection Line segments are transformed into pixel segments by intersecting them with the pixel grid. We developed a simple method that performs this computation in *O(1)* and which is run in parallel.
Efficient sorting We ported [crumsort] to Rust and parallelized it with Rayon, delivering improved performance over its pdqsort implementation for 64-bit random data. Scattering pixel segments with a sort was inspired from Allan MacKinnon's work on [Spinel]. [crumsort]: https://github.com/google/crumsort-rs [Spinel]: https://cs.opensource.google/fuchsia/fuchsia/+/main:src/graphics/lib/compute/spinel/
Update only the tiles that change (currently CPU-only) We implemented a fail-fast per-tile optimizer that tries to skip the painting step entirely. A similar approach could also be tested on the GPU.
| Animation as it appears on the screen | Updated tiles only | |:------------------------------------------:|:------------------------------------------------------------------------------:| | ![](assets/images/spaceship.webp?raw=true) | ![juice animation updated tiles](assets/images/spaceship-damage.webp?raw=true) | You can run the demo above with: ```sh cargo run --release -p demo -- spaceship ``` ## Similar Projects forma draws heavy inspiration from the following projects: * [Spinel], with a Vulkan 1.2 back-end * [vello], with a wgpu back-end [vello]: https://github.com/linebender/vello ## Example You can use the included `demo` example to render a few examples, one of which is a non-compliant & incomplete SVG renderer: ```sh cargo run --release -p demo -- svg assets/svgs/paris-30k.svg ``` It renders enormous SVGs at interactive framerates, even on CPU: ([compare to your web browser]) [compare to your web browser]: assets/svgs/paris-30k.svg?raw=true ![window rendering map of Germany](assets/images/paris-30k-rendered.png?raw=true) ## (Currently) Missing Pieces 🧩 Since this project is work-in-progress, breakage in the API, while not drastic, is expected. The performance on the GPU back-end is also expected to improve especially on mobile where performance is known to be poor and where the CPU back-end is currently advised instead. Other than that: * Automated layer ordering * Strokes * More color spaces for blends & gradients * Faster GPU sorter * Use of `f16` for great mobile GPU performance ## Note This is not an officially supported Google product.