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//! # WGPU Rendering Module
//!
//! Modern GPU-accelerated rendering subsystem for RustPixel, implementing
//! the complete graphics mode pipeline using WebGPU standard via wgpu.
//!
//! This module serves as a modern replacement for the OpenGL rendering pipeline,
//! providing better performance, safety, and cross-platform compatibility.
//!
//! ## Architecture Overview
//!
//! ```text
//! ┌─────────────────────────────────────────────────────────────┐
//! │ WGPU Rendering Architecture │
//! │ │
//! │ ┌─────────────────────────────────────────────────────────┐ │
//! │ │ Core Components │ │
//! │ │ ┌─────────────┬─────────────┬─────────────────────┐ │ │
//! │ │ │ Shader │ Transform │ Texture │ │ │
//! │ │ │ Management │ System │ Management │ │ │
//! │ │ └─────────────┴─────────────┴─────────────────────┘ │ │
//! │ └─────────────────────────────────────────────────────────┘ │
//! │ │ │
//! │ ┌─────────────────────────▼───────────────────────────────┐ │
//! │ │ Rendering Components │ │
//! │ │ ┌─────────────┬─────────────┬─────────────────────┐ │ │
//! │ │ │ Symbols │ Transition │ General2D │ │ │
//! │ │ │ Shader │ Shader │ Shader │ │ │
//! │ │ │(Instanced) │ (Effects) │ (Composition) │ │ │
//! │ │ └─────────────┴─────────────┴─────────────────────┘ │ │
//! │ └─────────────────────────────────────────────────────────┘ │
//! └─────────────────────────────────────────────────────────────┘
//! ```
/// Texture loading and management system for wgpu
/// Shader compilation and management system for wgpu
/// WGSL shader source code storage
/// Main pixel renderer implementation for wgpu
/// Symbol rendering with instanced drawing for wgpu
/// Transition effects and blending for wgpu
/// Final composition and screen mapping for wgpu
/// Shared render core for both native and web adapters
pub use ;
use wgpu;
use bytemuck;
/// WGPU Renderer Interface Definition
///
/// Defines the essential interface that all WGPU rendering components must implement.
/// This trait provides a standardized way to initialize, manage, and execute
/// WGPU rendering operations across different shader types and rendering techniques.
///
/// ## Rendering Lifecycle
///
/// All renderers follow this standard lifecycle:
///
/// ```text
/// ┌─────────────────────────────────────────────────────────────┐
/// │ Renderer Lifecycle │
/// │ │
/// │ 1. new() → Create renderer instance │
/// │ │ │
/// │ ▼ │
/// │ 2. init() → Initialize WGPU resources │
/// │ │ │
/// │ ▼ │
/// │ 3. Loop: prepare_draw() → draw() → cleanup() │
/// │ │ │
/// │ ▼ │
/// │ 4. Drop → Automatic cleanup │
/// └─────────────────────────────────────────────────────────────┘
/// ```
/// WGPU Renderer Base Data Structure
///
/// Contains shared data and WGPU resources used across all graphics
/// mode renderers. This structure provides common functionality and
/// resource management for the WGPU rendering pipeline.
///
/// ## Resource Management
///
/// The base structure manages several types of WGPU resources:
/// - **Render Pipelines**: Compiled shader programs with state
/// - **Buffers**: Vertex, index, and uniform buffers
/// - **Textures**: 2D textures and render targets
/// - **Bind Groups**: Resource binding collections