#![allow(unused, dead_code, deprecated)]
pub mod backbuffer;
pub mod custom_pass;
pub mod flow_codegen;
pub mod flow_pipeline;
pub mod gradient_texture;
pub mod image;
pub mod paint;
pub mod particles;
pub mod path;
pub mod primitives;
pub mod renderer;
pub mod shaders;
pub mod text;
pub use backbuffer::{Backbuffer, BackbufferConfig, FrameContext};
pub use custom_pass::{
create_buffer, create_compute_pipeline, create_fullscreen_pipeline, BindGroupBuilder,
ComputeDispatch, CustomRenderPass, PostProcessChain, PostProcessEffect, RenderPassContext,
RenderStage,
};
pub use gradient_texture::{GradientTextureCache, RasterizedGradient, GRADIENT_TEXTURE_WIDTH};
pub use image::{GpuImage, GpuImageInstance, ImageRenderingContext};
pub use paint::GpuPaintContext;
pub use path::{
extract_brush_info, tessellate_fill, tessellate_stroke, PathBrushInfo, PathBrushType,
PathVertex, TessellatedPath,
};
pub use primitives::{
BlurUniforms, ClipType, ColorMatrixUniforms, CompositeUniforms, DropShadowUniforms, FillType,
GlassType, GlassUniforms, GlowUniforms, GpuGlassPrimitive, GpuGlyph, GpuPrimitive,
LayerCommand, LayerCommandEntry, LayerCompositeUniforms, ParticleViewport3D, PathBatch,
PathUniforms, PrimitiveBatch, PrimitiveType, Uniforms,
};
pub use renderer::{
GpuMemoryBudget, GpuRenderer, LayerTexture, LayerTextureCache, RendererConfig, RendererError,
TextureCacheStats,
};
pub use shaders::{
BLUR_SHADER, COLOR_MATRIX_SHADER, COMPOSITE_SHADER, DROP_SHADOW_SHADER, GLASS_SHADER,
GLOW_SHADER, IMAGE_SHADER, LAYER_COMPOSITE_SHADER, PATH_SHADER, SDF_SHADER,
SIMPLE_GLASS_SHADER, TEXT_SHADER,
};
pub use text::TextRenderingContext;
pub use particles::{
GpuEmitter, GpuForce, GpuParticle, GpuRenderUniforms, GpuSimulationUniforms, ParticleManager,
ParticleSystemGpu, ParticleViewport, PARTICLE_COMPUTE_SHADER, PARTICLE_RENDER_SHADER,
};
pub use flow_codegen::flow_to_wgsl;
pub use flow_pipeline::{FlowPipelineCache, FlowUniformData};
pub use blinc_text::{ColorSpan, FontRegistry, GenericFont, TextAlignment, TextAnchor};