//! How an operand's values lie in memory: its extents and strides ([`Geometry`]) and the line
//! widths they admit ([`ElemAlignment`]), the nested tiles they are laid down in
//! ([`StoragePartitioning`]), and what one vector load brings ([`VectorTile`]).
pub
pub
pub
pub
pub use ElemAlignment;
pub use ;
pub use ;
pub use VectorTile;