528 lines
24 KiB
Rust
528 lines
24 KiB
Rust
//! Live effects in the renderer.
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//!
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//! Geometry effects (object-level, then per fill/stroke) rewrite the path before painting via
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//! `drawcraft-effects`. Raster effects use vello_cpu filter layers. Those only work in
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//! single-threaded contexts, so on the multithreaded pipeline each filter layer is rendered
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//! offscreen on the calling thread (cropped to its reach) and composited back with the same blend
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//! mode and opacity ([`Renderer::with_filters`]):
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//!
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//! - Drop Shadow / Outer Glow: the object's silhouette in a `DropShadowOnly` filter layer, painted
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//! below the object with the effect's blend mode and opacity;
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//! - Gaussian Blur: the object painted inside a Gaussian filter layer;
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//! - Feather: like Gaussian Blur but clipped to the shape, so the edge fades inward;
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//! - Inner Glow: a blurred inverse silhouette (Edge) or the blurred silhouette (Center), clipped
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//! to the shape and painted above it.
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use drawcraft_doc::{AppearanceItem, Effect, Node, NodeKind};
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use drawcraft_effects::{self as effects, GeomContext, RasterFx};
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use drawcraft_geom::{Affine, BezPath, FillRule, Rect, Shape};
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use vello_common::filter_effects::{EdgeMode, Filter, FilterPrimitive};
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use vello_cpu::RenderContext;
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use vello_cpu::peniko;
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use crate::{Frame, Renderer, blend_mode, fill_rule, paint};
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fn visible(effects: &[Effect]) -> bool {
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effects.iter().any(|e| e.visible)
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}
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/// Does this node need the effects path (a path or compound path with visible effects)?
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pub(crate) fn has_fx(n: &Node) -> bool {
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if !matches!(n.kind, NodeKind::Path { guide: false, .. } | NodeKind::Compound { .. }) {
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return false;
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}
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visible(&n.appearance.effects)
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|| n.appearance.items.iter().any(|i| match i {
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AppearanceItem::Fill(f) => visible(&f.effects),
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AppearanceItem::Stroke(s) => visible(&s.effects),
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})
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}
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fn node_bezpath(n: &Node) -> Option<BezPath> {
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match &n.kind {
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NodeKind::Path { path, .. } => Some(path.to_bezpath()),
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NodeKind::Compound { children, .. } => {
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let mut bp = BezPath::new();
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for c in children {
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if let Some(p) = c.path_data() {
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bp.extend(p.to_bezpath());
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}
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}
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Some(bp)
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}
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_ => None,
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}
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}
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fn geom_ctx(n: &Node) -> GeomContext {
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let w = n.appearance.stroke_width();
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GeomContext { stroke_width: if w > 0.0 { w } else { 1.0 } }
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}
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fn apply(effects: &[Effect], bp: &BezPath, ctx: &GeomContext) -> BezPath {
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if !effects::has_geometry(effects) || bp.elements().is_empty() {
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return bp.clone();
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}
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effects::apply_geometry_bez(effects, bp, bp.bounding_box(), ctx)
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}
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/// The object-level effected geometry of `n` (base path `bp`).
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pub(crate) fn effected_path(n: &Node, bp: &BezPath) -> BezPath {
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apply(&n.appearance.effects, bp, &geom_ctx(n))
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}
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fn item_effects(item: &AppearanceItem) -> &[Effect] {
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match item {
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AppearanceItem::Fill(f) => &f.effects,
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AppearanceItem::Stroke(s) => &s.effects,
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}
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}
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/// Visual bounds including geometry effects, stroke outsets and shadows/glows.
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pub(crate) fn visual_bounds(n: &Node) -> Option<Rect> {
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let bp = node_bezpath(n)?;
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let ctx = geom_ctx(n);
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let g = effected_path(n, &bp);
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let mut r: Option<Rect> = (!g.elements().is_empty()).then(|| g.bounding_box());
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for item in &n.appearance.items {
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let fx = item_effects(item);
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if effects::has_geometry(fx) {
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let ig = apply(fx, &g, &ctx);
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if !ig.elements().is_empty() {
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let b = ig.bounding_box();
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r = Some(r.map_or(b, |r| r.union(b)));
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}
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}
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}
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let o = n.appearance.outset() + effects::outset(&n.appearance.effects);
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r.map(|r| r.inflate(o, o))
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}
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/// Bounds used for culling: like `Node::visual_bounds`, but aware of live effects anywhere in
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/// the subtree (a shadow can reach the view while its object is outside it).
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pub(crate) fn cull_bounds(n: &Node) -> Option<Rect> {
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match &n.kind {
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NodeKind::Layer { children, .. } | NodeKind::Group { children, clip: false } => {
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children.iter().fold(None, |acc, c| drawcraft_geom::union_opt(acc, cull_bounds(c)))
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}
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_ if has_fx(n) => visual_bounds(n),
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_ => n.visual_bounds(),
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}
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}
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fn shadow_filter(dx: f64, dy: f64, blur: f64, color: peniko::Color) -> Filter {
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Filter::from_primitive(FilterPrimitive::DropShadowOnly {
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dx: dx as f32,
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dy: dy as f32,
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std_deviation: (blur / 2.0).max(0.0) as f32,
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color,
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edge_mode: EdgeMode::None,
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})
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}
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fn blur_filter(sigma: f64) -> Filter {
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Filter::from_primitive(FilterPrimitive::GaussianBlur { std_deviation: sigma.max(0.0) as f32, edge_mode: EdgeMode::None })
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}
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fn pcolor(c: &drawcraft_doc::color::Color) -> peniko::Color {
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let [r, g, b] = c.to_rgb();
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peniko::Color::new([r, g, b, 1.0])
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}
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impl Renderer {
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/// `draw_shape` for nodes with live effects.
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pub(crate) fn draw_shape_fx(&mut self, ctx: &mut RenderContext, f: &Frame, n: &Node, bp: &BezPath, rule: FillRule) {
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let g = effected_path(n, bp);
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if g.elements().is_empty() {
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return;
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}
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if f.opts.outline {
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self.hairline(ctx, f, &g, [0, 0, 0, 255]);
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return;
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}
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let gctx = geom_ctx(n);
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let rfx = effects::raster_effects(&n.appearance.effects);
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// Document-space reach of the painted geometry (strokes, arrowheads…).
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let outset = n.appearance.outset();
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let reach = g.bounding_box().inflate(outset, outset);
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// Below the object: shadows and outer glows.
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for fx in rfx.iter().filter(|x| x.is_below()) {
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// The offset is applied to the geometry rather than in the filter: vello_cpu drops
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// layer content that lies entirely outside the viewport before filtering.
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let (mode, opacity, dx, dy, blur, filter) = match fx {
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RasterFx::DropShadow { mode, opacity, dx, dy, blur, color } => {
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(*mode, *opacity, *dx, *dy, *blur, shadow_filter(0.0, 0.0, *blur, pcolor(color)))
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}
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RasterFx::OuterGlow { mode, opacity, blur, color } => {
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(*mode, *opacity, 0.0, 0.0, *blur, shadow_filter(0.0, 0.0, *blur, pcolor(color)))
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}
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_ => continue,
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};
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let mut gs = g.clone();
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gs.apply_affine(Affine::translate((dx, dy)));
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let reach = reach + drawcraft_geom::Vec2::new(dx, dy);
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self.with_filters(ctx, f, reach, blur, Some((mode, opacity)), |r, c, fr, comp| {
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c.set_transform(fr.view);
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c.push_layer(None, comp.map(|m| blend_mode(m.0)), comp.map(|m| m.1), None, Some(filter));
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r.paint_items(c, fr, n, &gs, rule, &gctx);
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c.pop_layer();
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});
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}
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// The object itself (blurred / feathered).
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let blur: f64 = rfx
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.iter()
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.map(|fx| match fx {
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RasterFx::Feather { radius } | RasterFx::GaussianBlur { radius } => radius.max(0.0),
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_ => 0.0,
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})
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.sum();
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if blur > 0.0 {
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self.with_filters(ctx, f, reach, blur, None, |r, c, fr, _| {
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let mut layers = 0;
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for fx in &rfx {
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match fx {
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RasterFx::Feather { radius } if *radius > 0.0 => {
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c.set_transform(fr.view);
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c.set_fill_rule(fill_rule(rule));
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c.push_clip_layer(&g);
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c.push_layer(None, None, None, None, Some(blur_filter(radius / 2.0)));
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layers += 2;
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}
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RasterFx::GaussianBlur { radius } if *radius > 0.0 => {
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c.set_transform(fr.view);
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c.push_layer(None, None, None, None, Some(blur_filter(radius / 2.0)));
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layers += 1;
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}
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_ => {}
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}
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}
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r.paint_items(c, fr, n, &g, rule, &gctx);
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for _ in 0..layers {
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c.pop_layer();
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}
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});
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} else {
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self.paint_items(ctx, f, n, &g, rule, &gctx);
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}
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// Above the object: inner glows, clipped to the shape.
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for fx in &rfx {
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let RasterFx::InnerGlow { mode, opacity, blur, color, center } = fx else { continue };
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let filter = shadow_filter(0.0, 0.0, *blur, pcolor(color));
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self.with_filters(ctx, f, g.bounding_box(), *blur, Some((*mode, *opacity)), |_, c, fr, comp| {
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// The blend layer goes outside the clip: a clip layer is isolated, so a blend
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// inside it would mix with nothing instead of the object below.
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if let Some((m, o)) = comp {
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c.set_transform(Affine::IDENTITY);
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c.push_layer(None, Some(blend_mode(m)), Some(o), None, None);
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}
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c.set_transform(fr.view);
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c.set_fill_rule(fill_rule(rule));
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c.push_clip_layer(&g);
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c.push_layer(None, None, None, None, Some(filter));
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c.set_paint(peniko::Color::BLACK);
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if *center {
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c.set_fill_rule(fill_rule(rule));
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c.fill_path(&g);
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} else {
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// Everything outside the shape, so the glow bleeds in from the edges.
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let pad = blur * 2.0 + 4.0 * fr.px;
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let mut inv = g.bounding_box().inflate(pad, pad).to_path(0.1);
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inv.extend(g.iter());
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c.set_fill_rule(peniko::Fill::EvenOdd);
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c.fill_path(&inv);
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}
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c.pop_layer();
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c.pop_layer();
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if comp.is_some() {
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c.pop_layer();
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}
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});
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}
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ctx.set_transform(Affine::IDENTITY);
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}
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/// Run `draw`, which pushes filter layers. Single-threaded contexts draw directly and `draw`
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/// applies `composite` (blend mode, opacity) on its filter layer. On a multithreaded context
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/// the layer is drawn into an offscreen single-threaded context covering `reach` (document
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/// space) plus the blur's spread, then composited back with `composite`.
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fn with_filters(
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&mut self,
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ctx: &mut RenderContext,
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f: &Frame,
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reach: Rect,
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blur: f64,
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composite: Option<(drawcraft_doc::color::BlendMode, f32)>,
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draw: impl FnOnce(&mut Self, &mut RenderContext, &Frame, Option<(drawcraft_doc::color::BlendMode, f32)>),
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) {
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if !f.mt {
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return draw(self, ctx, f, composite);
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}
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// 3σ of the Gaussian (σ = blur / 2) in pixels, plus a pixel of antialiasing.
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let spread = blur.max(0.0) * 1.5 / f.px + 2.0;
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let screen = Rect::new(0.0, 0.0, ctx.width() as f64, ctx.height() as f64).inflate(spread, spread);
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let r = f.view.transform_rect_bbox(reach).inflate(spread, spread).intersect(screen);
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let (x0, y0) = (r.x0.floor(), r.y0.floor());
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let (w, h) = ((r.x1.ceil() - x0).min(u16::MAX as f64), (r.y1.ceil() - y0).min(u16::MAX as f64));
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if w < 1.0 || h < 1.0 {
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return;
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}
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let (w, h) = (w as u16, h as u16);
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let mut off = crate::single_threaded_context(w, h);
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let shifted = Frame { mt: false, view: Affine::translate((-x0, -y0)) * f.view, ..*f };
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draw(self, &mut off, &shifted, None);
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off.flush();
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let mut pm = vello_cpu::Pixmap::new(w, h);
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off.render(&mut pm, &mut self.resources);
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let layered = composite.is_some_and(|(m, o)| m != drawcraft_doc::color::BlendMode::Normal || o < 1.0);
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if let Some((m, o)) = composite.filter(|_| layered) {
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ctx.set_transform(Affine::IDENTITY);
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ctx.push_layer(None, Some(blend_mode(m)), Some(o), None, None);
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}
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ctx.set_transform(Affine::translate((x0, y0)));
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ctx.set_paint(vello_cpu::Image { image: vello_cpu::ImageSource::Pixmap(std::sync::Arc::new(pm)), sampler: peniko::ImageSampler::default() });
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ctx.fill_rect(&Rect::new(0.0, 0.0, w as f64, h as f64));
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if layered {
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ctx.pop_layer();
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}
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ctx.set_transform(Affine::IDENTITY);
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}
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/// Paint the fills and strokes of `n` on geometry `g`, applying per-item geometry effects.
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fn paint_items(&mut self, ctx: &mut RenderContext, f: &Frame, n: &Node, g: &BezPath, rule: FillRule, gctx: &GeomContext) {
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let bounds = g.bounding_box();
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for item in &n.appearance.items {
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let ig = apply(item_effects(item), g, gctx);
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let ib = if effects::has_geometry(item_effects(item)) && !ig.elements().is_empty() { ig.bounding_box() } else { bounds };
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match item {
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AppearanceItem::Fill(fl) => {
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if !fl.visible || fl.paint.is_none() {
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continue;
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}
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let layered = fl.opacity < 1.0 || fl.blend != drawcraft_doc::color::BlendMode::Normal;
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if layered {
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ctx.set_transform(Affine::IDENTITY);
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ctx.push_layer(None, Some(blend_mode(fl.blend)), Some(fl.opacity), None, None);
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}
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ctx.set_transform(f.view);
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if paint::set_paint(ctx, &fl.paint, ib, f.doc) {
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ctx.set_fill_rule(fill_rule(rule));
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ctx.fill_path(&ig);
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}
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if layered {
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ctx.pop_layer();
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}
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}
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AppearanceItem::Stroke(st) => {
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if !st.visible || st.paint.is_none() || st.width <= 0.0 {
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continue;
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}
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// Brushed strokes keep their brush art under effects (e.g. a glowing scatter brush).
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if st.brush.is_some() && self.draw_brush(ctx, f, n, &ig, st) {
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continue;
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}
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self.draw_stroke(ctx, f, &ig, rule, st, ib);
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}
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}
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use drawcraft_doc::color::{Color, Paint};
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use drawcraft_doc::{Appearance, Document, Effect, Node};
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use drawcraft_geom::{Affine, Rect, shapes};
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use serde_json::json;
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use crate::{RenderOptions, Rendered, Renderer};
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fn doc_with(r: Rect, fill: Color, effects: Vec<(&str, serde_json::Value)>) -> Document {
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let mut d = Document::new(100.0, 100.0);
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let id = d.alloc_id();
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let mut n = Node::path(id, shapes::rectangle(r), Appearance::basic(Paint::solid(fill), Paint::None, 0.0));
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n.appearance.effects = effects.into_iter().map(|(id, p)| Effect { id: id.into(), params: p, visible: true }).collect();
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let l = d.layers[0].id;
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d.insert(Some(l), 0, n).unwrap();
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d
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}
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fn render(d: &Document) -> Rendered {
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Renderer::new().render(d, 100, 100, Affine::IDENTITY, &RenderOptions { background: Some([255, 255, 255, 255]), ..Default::default() })
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}
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fn lum(p: [u8; 4]) -> u32 {
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p[0] as u32 + p[1] as u32 + p[2] as u32
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}
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const WHITE: u32 = 765;
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#[test]
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fn thumbnails_of_glowing_objects_render_without_panicking() {
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// Regression: thumbnails used vello's default (multithreaded) context, which panics on filters.
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let d = doc_with(
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Rect::new(20.0, 20.0, 60.0, 60.0),
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Color::BLACK,
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vec![("stylize.outerGlow", json!({"color": "#ff0000", "opacity": 100, "blur": 6}))],
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);
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let id = d.layers[0].children().unwrap()[0].id;
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let t = Renderer::new().render_thumbnail(&d, id, 48).unwrap();
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assert_eq!((t.width, t.height), (48, 48));
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}
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#[test]
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fn per_stroke_raster_effects_use_the_single_threaded_pipeline() {
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let mut d = doc_with(Rect::new(20.0, 20.0, 60.0, 60.0), Color::BLACK, vec![]);
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let l = d.layers[0].id;
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let id = d.layers[0].children().unwrap()[0].id;
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let mut n = (*d.node(id).unwrap()).clone();
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n.appearance = Appearance::basic(Paint::None, Paint::solid(Color::BLACK), 4.0);
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if let Some(drawcraft_doc::AppearanceItem::Stroke(s)) =
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n.appearance.items.iter_mut().find(|i| matches!(i, drawcraft_doc::AppearanceItem::Stroke(_)))
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{
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s.effects =
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vec![Effect { id: "stylize.outerGlow".into(), params: json!({"color": "#ff0000", "opacity": 100, "blur": 6}), visible: true }];
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}
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d.remove(id).unwrap();
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d.insert(Some(l), 0, n).unwrap();
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let mut r = Renderer::new();
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r.threads = 4;
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let _ = r.render(&d, 100, 100, Affine::IDENTITY, &RenderOptions::default());
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}
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#[test]
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fn drop_shadow_darkens_outside_the_shape() {
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let r = Rect::new(20.0, 20.0, 60.0, 60.0);
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let plain = render(&doc_with(r, Color::rgb(1.0, 0.0, 0.0), vec![]));
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assert_eq!(lum(plain.pixel(66, 66)), WHITE);
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let d = doc_with(r, Color::rgb(1.0, 0.0, 0.0), vec![("stylize.dropShadow", json!({"x": 10, "y": 10, "blur": 2, "opacity": 100}))]);
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let img = render(&d);
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assert!(lum(img.pixel(66, 66)) < 200, "shadow below-right: {:?}", img.pixel(66, 66));
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// The object stays on top and unshadowed; the far side has no shadow.
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assert_eq!(img.pixel(40, 40), [255, 0, 0, 255]);
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assert_eq!(lum(img.pixel(15, 15)), WHITE);
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}
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#[test]
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fn shadow_of_offscreen_object_is_not_culled() {
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||
let d = doc_with(
|
||
Rect::new(-60.0, 20.0, -5.0, 60.0),
|
||
Color::WHITE,
|
||
vec![("stylize.dropShadow", json!({"x": 30, "y": 0, "blur": 0, "opacity": 100}))],
|
||
);
|
||
let img = render(&d);
|
||
let row: Vec<u32> = (0..10).map(|i| lum(img.pixel(i * 10, 40))).collect();
|
||
assert!(lum(img.pixel(10, 40)) < 100, "{row:?}");
|
||
}
|
||
|
||
#[test]
|
||
fn geometry_effect_is_rendered() {
|
||
let r = Rect::new(30.0, 30.0, 70.0, 70.0);
|
||
let d = doc_with(r, Color::BLACK, vec![("path.offsetPath", json!({"offset": 10}))]);
|
||
let img = render(&d);
|
||
assert_eq!(lum(img.pixel(25, 50)), 0, "offset grows the fill");
|
||
let d = doc_with(r, Color::BLACK, vec![("distort.transform", json!({"moveH": -25}))]);
|
||
let img = render(&d);
|
||
assert_eq!(lum(img.pixel(10, 50)), 0);
|
||
assert_eq!(lum(img.pixel(60, 50)), WHITE);
|
||
}
|
||
|
||
#[test]
|
||
fn per_fill_effects_apply_to_that_fill_only() {
|
||
let mut d = doc_with(Rect::new(30.0, 30.0, 70.0, 70.0), Color::BLACK, vec![]);
|
||
let id = d.layers[0].children().unwrap()[0].id;
|
||
let n = d.node_mut(id).unwrap();
|
||
n.appearance.fill_mut().unwrap().effects.push(Effect { id: "distort.transform".into(), params: json!({"moveH": 20}), visible: true });
|
||
let img = render(&d);
|
||
assert_eq!(lum(img.pixel(85, 50)), 0);
|
||
assert_eq!(lum(img.pixel(40, 50)), WHITE);
|
||
}
|
||
|
||
#[test]
|
||
fn blur_glow_and_feather_soften() {
|
||
let r = Rect::new(30.0, 30.0, 70.0, 70.0);
|
||
let blur = render(&doc_with(r, Color::BLACK, vec![("blur.gaussian", json!({"radius": 6}))]));
|
||
let edge = lum(blur.pixel(29, 50));
|
||
assert!(edge > 0 && edge < WHITE, "blur spreads over the edge: {edge}");
|
||
let glow =
|
||
render(&doc_with(r, Color::BLACK, vec![("stylize.outerGlow", json!({"color": "#ff0000", "mode": "normal", "opacity": 100, "blur": 4}))]));
|
||
let g = glow.pixel(27, 50);
|
||
assert!(g[0] > g[1] + 20, "outer glow is red: {g:?}");
|
||
let inner =
|
||
render(&doc_with(r, Color::BLACK, vec![("stylize.innerGlow", json!({"color": "#ffffff", "mode": "normal", "opacity": 100, "blur": 4}))]));
|
||
assert!(lum(inner.pixel(31, 50)) > 60, "inner glow lightens the edge: {:?}", inner.pixel(31, 50));
|
||
assert!(lum(inner.pixel(50, 50)) < 30, "centre stays dark");
|
||
let feather = render(&doc_with(r, Color::BLACK, vec![("stylize.feather", json!({"radius": 8}))]));
|
||
assert!(lum(feather.pixel(31, 50)) > 20, "feather fades the edge inward");
|
||
assert_eq!(lum(feather.pixel(26, 50)), WHITE, "feather stays inside");
|
||
}
|
||
|
||
#[test]
|
||
fn hidden_effects_are_ignored_and_outline_mode_uses_effected_geometry() {
|
||
let r = Rect::new(30.0, 30.0, 70.0, 70.0);
|
||
let mut d = doc_with(r, Color::BLACK, vec![("distort.transform", json!({"moveH": -25}))]);
|
||
let id = d.layers[0].children().unwrap()[0].id;
|
||
let opts = RenderOptions { background: Some([255, 255, 255, 255]), outline: true, ..Default::default() };
|
||
let img = Renderer::new().render(&d, 100, 100, Affine::IDENTITY, &opts);
|
||
assert!(lum(img.pixel(5, 50)) < 400, "outline follows the moved path");
|
||
d.node_mut(id).unwrap().appearance.effects[0].visible = false;
|
||
let img = render(&d);
|
||
assert_eq!(lum(img.pixel(50, 50)), 0);
|
||
assert_eq!(lum(img.pixel(10, 50)), WHITE);
|
||
}
|
||
|
||
#[test]
|
||
fn visual_bounds_include_shadow() {
|
||
let d = doc_with(Rect::new(0.0, 0.0, 10.0, 10.0), Color::BLACK, vec![("stylize.dropShadow", json!({"x": 7, "y": 7, "blur": 5}))]);
|
||
let n = &d.layers[0].children().unwrap()[0];
|
||
let b = super::visual_bounds(n).unwrap();
|
||
assert!(b.x1 >= 10.0 + 7.0 + 7.5 - 1e-9);
|
||
}
|
||
|
||
/// Multithreaded rendering filters each effect offscreen; it must match the single-threaded
|
||
/// reference (blend modes against the real backdrop, objects partly off-screen, all effects).
|
||
#[test]
|
||
fn multithreaded_filters_match_single_threaded() {
|
||
let cases: Vec<(Rect, Vec<(&str, serde_json::Value)>)> = vec![
|
||
(Rect::new(20.0, 20.0, 60.0, 60.0), vec![("stylize.dropShadow", json!({"x": 6, "y": 4, "blur": 5, "opacity": 75}))]),
|
||
(Rect::new(20.0, 20.0, 60.0, 60.0), vec![("stylize.outerGlow", json!({"color": "#ff00aa", "blur": 8, "opacity": 90}))]),
|
||
(
|
||
Rect::new(20.0, 20.0, 60.0, 60.0),
|
||
vec![
|
||
("stylize.innerGlow", json!({"blur": 6})),
|
||
("stylize.innerGlow", json!({"blur": 4, "source": "center", "mode": "multiply", "color": "#0044ff"})),
|
||
],
|
||
),
|
||
(Rect::new(20.0, 20.0, 60.0, 60.0), vec![("stylize.feather", json!({"radius": 6}))]),
|
||
(Rect::new(20.0, 20.0, 60.0, 60.0), vec![("blur.gaussian", json!({"radius": 4})), ("stylize.dropShadow", json!({"blur": 3}))]),
|
||
// Partly outside the frame: the blur still spreads in from off-screen content.
|
||
(
|
||
Rect::new(-30.0, 70.0, 30.0, 130.0),
|
||
vec![("stylize.outerGlow", json!({"blur": 12, "mode": "normal"})), ("blur.gaussian", json!({"radius": 3}))],
|
||
),
|
||
];
|
||
for (r, fx) in cases {
|
||
let name = format!("{fx:?}");
|
||
let mut d = doc_with(r, Color::rgb(0.2, 0.6, 0.3), fx);
|
||
// A coloured backdrop so blend modes have something to blend with.
|
||
let l = d.layers[0].id;
|
||
let bid = d.alloc_id();
|
||
let bg = Node::path(
|
||
bid,
|
||
shapes::rectangle(Rect::new(0.0, 0.0, 100.0, 100.0)),
|
||
Appearance::basic(Paint::solid(Color::rgb(0.9, 0.5, 0.1)), Paint::None, 0.0),
|
||
);
|
||
d.insert(Some(l), 0, bg).unwrap();
|
||
let opts = RenderOptions::default();
|
||
let mut st = Renderer::new();
|
||
st.threads = 0;
|
||
let mut mt = Renderer::new();
|
||
mt.threads = 3;
|
||
let a = st.render(&d, 100, 100, Affine::IDENTITY, &opts);
|
||
let b = mt.render(&d, 100, 100, Affine::IDENTITY, &opts);
|
||
let worst = a.pixels.iter().zip(&b.pixels).map(|(x, y)| x.abs_diff(*y)).max().unwrap();
|
||
// The offscreen pass adds one 8-bit premultiplied round trip: a few levels of rounding.
|
||
assert!(worst <= 4, "{name}: max channel difference {worst}");
|
||
}
|
||
}
|
||
}
|