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//! Astrelis Render - Modular rendering framework for Astrelis
//!
//! This crate provides:
//! - Graphics context management
//! - Window rendering contexts
//! - Frame and render pass management
//! - Compute pass management
//! - Framebuffer abstraction for offscreen rendering
//! - Render target abstraction (Surface/Framebuffer)
//! - Blend mode presets for common scenarios
//! - GPU feature detection and management
//! - Indirect draw buffer support for GPU-driven rendering
//! - Texture blitting for fullscreen quad rendering
//! - Sprite sheet support for animations
//! - Low-level extensible Renderer for WGPU resource management
//! - Building blocks for higher-level renderers (TextRenderer, SceneRenderer, etc.)
//!
//! ## Error Handling
//!
//! This crate uses consistent error handling patterns:
//!
//! ### Result Types
//! - **Creation methods** return `Result<T, GraphicsError>` for GPU initialization
//! - Example: `GraphicsContext::new_owned_sync()` returns `Result<Arc<Self>, GraphicsError>`
//! - **Fallible operations** return `Result<T, E>` with specific error types
//! - Example: `Readback::read()` returns `Result<Vec<u8>, ReadbackError>`
//! - **Use `.expect()` for examples/tests** where error handling isn't critical
//! - Example: `let ctx = GraphicsContext::new_owned_sync().expect("GPU required")`
//!
//! ### Option Types
//! - **Optional resources** return `Option<&T>` for possibly-missing values
//! - Example: `WindowManager::get_window(id)` returns `Option<&RenderWindow>`
//! - **Hit testing** returns `Option<T>` for no-hit scenarios
//! - Example: `hit_test(point)` returns `Option<WidgetId>`
//!
//! ### Panicking vs Fallible
//! - **Avoid panic-suffixed methods** - Use `.expect()` at call sites instead
//! - ❌ Bad: `resource_or_panic()` method
//! - ✅ Good: `resource().expect("Resource required")` at call site
//! - **Provide both variants** for common operations
//! - `resource()` - Panics if unavailable (use when required)
//! - `try_resource()` - Returns `Option` (use when optional)
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// Re-export wgpu under 'wgpu' module
pub use wgpu;