Files
rive-cpp/renderer
csmartdalton 8ac7190472 feat(vk): Avoid a copy for rasterOrdering non-input-attachment passes (#11298) e4ef1ece98
When the renderTarget doesn't support
VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT, we have to use an offscreen color
texture instead. Previously, we would copy this offscreen texture back
into the renderTarget after the render pass, which incurred a
substantial amount of memory bandwidth. This PR instead transfers the
offscreen texture to the renderTarget as part of the render pass, and
then discards the offscreen texture, saving a fullscreen copy on TBDR
architectures.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-12-17 22:26:11 +00:00
..
2024-08-27 22:26:30 +00:00
2025-03-07 04:32:24 +00:00

Rive Renderer

The Rive Renderer is a vector and raster graphics renderer custom-built for Rive content, for animation, and for runtime.

This directory contains the renderer code and an example for how to interface with it directly. It contains the best in class concrete implementation of Rive's rendering abstraction layer, which we call the Rive Renderer.

Clone the rive-runtime repo

git clone https://github.com/rive-app/rive-runtime.git
cd rive-runtime/renderer

Add build_rive.sh to $PATH

export PATH="$PATH:$(realpath ../build)"

Build & run

build_rive.sh release
out/release/path_fiddle [/path/to/my.riv]

Build & serve for WebGL2

build_rive.sh ninja wasm release
cd out/wasm_release
python3 -m http.server 5555

Helpful keys

  • h/H: add/subtract copies to the left and right (only when a .riv is provided)
  • j/J: add/subtract copies below (only when a .riv is provided)
  • k/K: add/subtract copies above (only when a .riv is provided)
  • p: pause runtime (for benchmarking the renderer in isolation)
  • a: toggle "atomic" mode