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It's true that our existing renderers pretty much all assume 8-bit RGB(A) surfaces. If your buffer is GPU accessible, then perhaps what you could do is activate our unstable-wgpu-24 feature (soon unstable-wgpu-26 in the next release), render your high-res grayscale image on the GPU to a RGBA texture, and then integrate that texture into Slint - similar to our wgpu_texture example. This means that you have full control over the conversion to RGBA, and it can happen entirely on the GPU side.

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Answer selected by wangxiaochuTHU
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