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We'd like to be able to blit straight from a PixelBuffer in RAM direct to an existed (and re-used) SKSurface (which is sized/formatted the same as our pixel buffer).
We do a TON of this, including this Raster Map tile example that we just resolved.
Example: Our App Animates Weather (images) -- we have the images in RAM in "code-runLength" quick compression mode, which we then send to the GPU to render the resulting Image.
So as we animate, currently, these images are decompressed JIT, into a fixed Pixel Buffer (the same one for all frames), and then we are creating SKImage from it, each frame, and then use DrawImage to our render surface. (which is a full 1:1 copy of the image)... Then our render pipeline Draws this full Image (enscribed onto the Surface) onto the final Screen Render Surface (using Matrix manipulations to scale/rotate/translate it)...
It would be nice to just go from "PixBuffer" to "Surface" each frame without creating this SKImage chaff as middleman.
Describe the solution you would like
Please expose SKIA's SKCanvas.WritePixels() method as is.
Describe alternatives you have considered
The alternative is what we use now, which is "DrawImage()" which seems to be creating a new middleman SKImage as the first step, which is then used to blit pixels, and then is disposed right after. Conceptually, this is a meaningless step.
Additional context
I'm in love with Matt Leibow. He is our hero. :)
Code of Conduct
I agree to follow this project's Code of Conduct
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem?
We'd like to be able to blit straight from a PixelBuffer in RAM direct to an existed (and re-used) SKSurface (which is sized/formatted the same as our pixel buffer).
We do a TON of this, including this Raster Map tile example that we just resolved.
Example: Our App Animates Weather (images) -- we have the images in RAM in "code-runLength" quick compression mode, which we then send to the GPU to render the resulting Image.
So as we animate, currently, these images are decompressed JIT, into a fixed Pixel Buffer (the same one for all frames), and then we are creating SKImage from it, each frame, and then use DrawImage to our render surface. (which is a full 1:1 copy of the image)... Then our render pipeline Draws this full Image (enscribed onto the Surface) onto the final Screen Render Surface (using Matrix manipulations to scale/rotate/translate it)...
It would be nice to just go from "PixBuffer" to "Surface" each frame without creating this SKImage chaff as middleman.
Describe the solution you would like
Please expose SKIA's SKCanvas.WritePixels() method as is.
Describe alternatives you have considered
The alternative is what we use now, which is "DrawImage()" which seems to be creating a new middleman SKImage as the first step, which is then used to blit pixels, and then is disposed right after. Conceptually, this is a meaningless step.
Additional context
I'm in love with Matt Leibow. He is our hero. :)
Code of Conduct
The text was updated successfully, but these errors were encountered: