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Module style_shared

Module style_shared 

Source

Re-exports§

pub use crate::graph::quad_bounds;

Structs§

NodeStyle

Enums§

DrawPlacement

Functions§

apply_layer_to_brush
apply_layer_to_color
combine_layers
compose_color_filters
primitives_for_placement
primitives_for_placement_retained
The full retained form: the compact recording buffers come from and return to the caller alongside the materialized primitives, so a command re-recording every frame allocates nothing in the steady state.
primitives_for_placement_reusing
primitives_for_placement recording into storage the caller retains between frames. A command that re-records every frame keeps one buffer whose capacity was earned on earlier frames; only the rare marker-bearing recording pays for a second output vector.
primitives_for_placement_verified
primitives_for_placement_retained with per-command similarity verification: when replay carries the command’s state, the freshly recorded compact form advances it BEFORE materialization, yielding the frame’s retained/dynamic span structure in primitive space. Rendering still materializes everything — consuming the spans (and skipping materialization for retained ones) is the renderer-side half of the retention work. The frame is only returned for marker-free recordings: content splitting reindexes the primitive vector, and no game-scale command records content markers.
scale_corner_radii