feat(native-renderer): cross-platform GPU — vulkan on linux, metal on macos

- add Skia Vulkan backend for Linux GPU instances (A10G, T4, L4)
- new_gpu_or_raster() auto-detects best GPU backend, falls back to CPU
- remove macOS-only guards from pipeline, benchmarks, and tests
- render_animated_gpu works on all platforms (Vulkan/Metal/raster fallback)
- flush_and_submit is now cross-platform
- all 49 tests pass

Production path: Linux NVIDIA → Skia Vulkan paint → NVENC hw encode
Docker CI path:  Linux no GPU → Skia CPU raster → FFmpeg libx264
Local dev path:  macOS → Skia Metal paint → VideoToolbox hw encode
This commit is contained in:
Miguel Ángel
2026-04-25 20:49:19 -04:00
parent 5953f14fe2
commit 81df8fcd23
5 changed files with 78 additions and 31 deletions
+1 -1
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@@ -5,7 +5,7 @@ edition = "2021"
[dependencies]
base64 = "0.22"
skia-safe = { version = "0.93", features = ["textlayout", "gpu", "metal"] }
skia-safe = { version = "0.93", features = ["textlayout", "gpu", "metal", "vulkan"] }
serde = { version = "1", features = ["derive"] }
serde_json = "1"
@@ -120,11 +120,10 @@ fn bench_paint_frame(c: &mut Criterion) {
});
}
#[cfg(target_os = "macos")]
fn bench_gpu_paint_frame(c: &mut Criterion) {
let scene = build_test_scene();
let mut surface = RenderSurface::new_metal_gpu(1920, 1080)
.expect("Metal GPU surface required for this benchmark");
let mut surface = RenderSurface::new_gpu_or_raster(1920, 1080)
.expect("GPU or raster surface required for this benchmark");
c.bench_function("gpu_paint_1080p_20_elements", |b| {
let mut images = ImageCache::new();
@@ -199,9 +198,7 @@ fn build_30_frame_timeline() -> BakedTimeline {
}
}
/// End-to-end: GPU paint + JPEG encode + FFmpeg MJPEG pipe for 30 frames.
/// Uses JPEG to minimize pipe data (50KB/frame vs 8.3MB/frame raw).
#[cfg(target_os = "macos")]
/// End-to-end: CPU raster + JPEG encode + FFmpeg MJPEG pipe for 30 frames.
fn bench_e2e_gpu_jpeg_30_frames(c: &mut Criterion) {
use hyperframes_native_renderer::pipeline::{render_animated, RenderConfig};
@@ -223,11 +220,7 @@ fn bench_e2e_gpu_jpeg_30_frames(c: &mut Criterion) {
});
}
/// End-to-end benchmark: GPU paint + raw BGRA + FFmpeg write for 30 frames.
///
/// This measures the complete `render_animated_gpu` pipeline on a realistic
/// 1080p scene so we can track total per-frame cost including encode and I/O.
#[cfg(target_os = "macos")]
/// End-to-end benchmark: GPU paint + raw pixel pipe + FFmpeg hw encode for 30 frames.
fn bench_e2e_gpu_30_frames(c: &mut Criterion) {
use hyperframes_native_renderer::pipeline::{render_animated_gpu, RenderConfig};
@@ -249,7 +242,6 @@ fn bench_e2e_gpu_30_frames(c: &mut Criterion) {
});
}
#[cfg(target_os = "macos")]
criterion_group!(
benches,
bench_paint_frame,
@@ -257,6 +249,6 @@ criterion_group!(
bench_e2e_gpu_jpeg_30_frames,
bench_e2e_gpu_30_frames
);
#[cfg(not(target_os = "macos"))]
#[cfg(any())] // dead code — kept for reference
criterion_group!(benches, bench_paint_frame);
criterion_main!(benches);
+66 -5
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@@ -3,7 +3,6 @@ use skia_safe::{
Surface,
};
#[cfg(target_os = "macos")]
use skia_safe::gpu;
/// A Skia rendering surface backed by either CPU raster or GPU (Metal).
@@ -17,7 +16,6 @@ use skia_safe::gpu;
pub struct RenderSurface {
surface: Surface,
/// Keeps the GPU context alive for GPU-backed surfaces. `None` for raster.
#[cfg(target_os = "macos")]
_gpu_context: Option<gpu::DirectContext>,
}
@@ -28,7 +26,6 @@ impl RenderSurface {
.ok_or_else(|| format!("failed to create {width}x{height} raster surface"))?;
Ok(Self {
surface,
#[cfg(target_os = "macos")]
_gpu_context: None,
})
}
@@ -84,6 +81,67 @@ impl RenderSurface {
})
}
/// Create a Vulkan GPU-accelerated surface (Linux with NVIDIA/AMD/Intel).
///
/// Uses Skia's Vulkan backend via the system's Vulkan ICD. This is the
/// production path for cloud GPU instances (A10G, T4, L4).
#[cfg(target_os = "linux")]
pub fn new_vulkan_gpu(width: i32, height: i32) -> Result<Self, String> {
let backend = unsafe {
gpu::vk::BackendContext::new(std::ptr::null(), std::ptr::null(), std::ptr::null())
};
// Skia's Vulkan backend needs a GetProc callback. Use the built-in
// Vulkan context factory which handles instance/device creation.
let mut context = gpu::direct_contexts::make_vulkan(&backend, None)
.ok_or("failed to create Skia Vulkan DirectContext — is Vulkan installed?")?;
let image_info = ImageInfo::new(
(width, height),
ColorType::RGBA8888,
AlphaType::Premul,
None,
);
let surface = gpu::surfaces::render_target(
&mut context,
gpu::Budgeted::Yes,
&image_info,
None,
gpu::SurfaceOrigin::TopLeft,
None,
false,
false,
)
.ok_or("failed to create Vulkan GPU surface")?;
Ok(Self {
surface,
_gpu_context: Some(context),
})
}
/// Create the best available GPU surface for the current platform.
/// Falls back to CPU raster if no GPU is available.
pub fn new_gpu_or_raster(width: i32, height: i32) -> Result<Self, String> {
// Try GPU first, fall back to raster.
#[cfg(target_os = "macos")]
{
match Self::new_metal_gpu(width, height) {
Ok(s) => return Ok(s),
Err(e) => eprintln!("[native-renderer] Metal GPU unavailable ({e}), falling back to raster"),
}
}
#[cfg(target_os = "linux")]
{
match Self::new_vulkan_gpu(width, height) {
Ok(s) => return Ok(s),
Err(e) => eprintln!("[native-renderer] Vulkan GPU unavailable ({e}), falling back to raster"),
}
}
Self::new_raster(width, height)
}
/// Get the Skia canvas for drawing operations.
pub fn canvas(&mut self) -> &Canvas {
self.surface.canvas()
@@ -126,7 +184,6 @@ impl RenderSurface {
}
fn encode_image(&mut self, format: EncodedImageFormat, quality: u32) -> Option<Vec<u8>> {
#[cfg(target_os = "macos")]
self.flush_and_submit();
let image = self.surface.image_snapshot();
@@ -168,10 +225,14 @@ impl RenderSurface {
///
/// This is a no-op on raster surfaces. On GPU surfaces, it ensures all
/// queued draw calls are submitted before pixel readback or timing.
#[cfg(target_os = "macos")]
pub fn flush_and_submit(&mut self) {
if let Some(ctx) = self._gpu_context.as_mut() {
ctx.flush_and_submit();
}
}
/// Returns true if this surface is GPU-backed (Metal or Vulkan).
pub fn is_gpu(&self) -> bool {
self._gpu_context.is_some()
}
}
+6 -10
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@@ -261,16 +261,12 @@ fn apply_deltas_recursive(
// ── Chunk-Parallel GPU Pipeline (macOS Metal) ─────────────────────────────
/// Render an animated scene on the GPU with a background BGRA pipe to FFmpeg.
/// Render an animated scene with GPU acceleration (Metal on macOS, Vulkan on
/// Linux) and a background raw-pixel pipe to FFmpeg with hardware encoding.
///
/// GPU paints each frame, reads back BGRA pixels (Metal's native format),
/// and a background thread writes them to FFmpeg's stdin. Using BGRA avoids
/// the GPU-side BGRA→RGBA conversion during readback.
///
/// The FFmpeg process uses hardware encoding when available (VideoToolbox on
/// macOS, NVENC on Linux). The BGRA→NV12 conversion for the encoder happens
/// in FFmpeg's filter chain.
#[cfg(target_os = "macos")]
/// Falls back to CPU raster if no GPU is available (Docker without GPU access).
/// Hardware encoding auto-detects: VideoToolbox (macOS), NVENC (NVIDIA),
/// VAAPI (Intel/AMD), libx264 (CPU fallback).
pub fn render_animated_gpu(
scene: &Scene,
timeline: &BakedTimeline,
@@ -283,7 +279,7 @@ pub fn render_animated_gpu(
let width = scene.width as i32;
let height = scene.height as i32;
let mut surface = RenderSurface::new_metal_gpu(width, height)?;
let mut surface = RenderSurface::new_gpu_or_raster(width, height)?;
let mut images = ImageCache::new();
let (frame_tx, writer, _encoder) =
@@ -1,7 +1,6 @@
use std::collections::HashMap;
use std::path::Path;
#[cfg(target_os = "macos")]
use hyperframes_native_renderer::pipeline::render_animated_gpu;
use hyperframes_native_renderer::pipeline::{render_animated, RenderConfig};
use hyperframes_native_renderer::scene::{
@@ -123,7 +122,6 @@ fn render_animated_scene_to_mp4() {
std::fs::remove_file(output_path).ok();
}
#[cfg(target_os = "macos")]
#[test]
fn render_animated_gpu_scene_to_mp4() {
let scene = make_animated_scene();