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//! High-performance instanced wgpu rendering backend for uzor.
//!
//! This backend replaces the vello 13-stage compute pipeline with a simple
//! instanced rendering approach:
//!
//! - All rectangles (filled, bordered, rounded) → `QuadInstance` list → 1 draw call
//! - All line segments → `LineInstance` list → 1 draw call
//! - All text → `TextAreaData` list → pending (text rasterizer to be added later)
//!
//! ## Usage
//!
//! ```no_run
//! # async fn example() {
//! use uzor_render_wgpu_instanced::{InstancedRenderer, InstancedRenderContext};
//!
//! // Create the renderer once (owns GPU pipelines, atlas, etc.)
//! // let renderer = InstancedRenderer::new(&device, &queue, surface_format);
//!
//! // Each frame: create a context, draw into it, then render
//! // let mut ctx = InstancedRenderContext::new(width, height, 0.0, 0.0);
//! // ... draw calls ...
//! // renderer.render(&device, &queue, &target_view, width, height,
//! // &ctx.quads, &ctx.lines, &ctx.text_areas, clear_color);
//! # }
//! ```
pub use InstancedRenderContext;
pub use GlyphInstance;
pub use ;
pub use InstancedRenderer;
pub use TextAreaData;
pub use ;