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// Copyright 2025 the Vello Authors
// SPDX-License-Identifier: Apache-2.0 OR MIT
// After you edit the crate's doc comment, run this command, then check README.md for any missing links
// cargo rdme --workspace-project=vello_cpu
//! Vello CPU is a 2D graphics rendering engine written in Rust, for devices with no or underpowered GPUs.
//!
//! We also develop [Vello](https://crates.io/crates/vello), which makes use of the GPU for 2D rendering and has higher performance than Vello CPU.
//! Vello CPU is being developed as part of work to address shortcomings in Vello.
//!
//! # Usage
//!
//! To use Vello CPU, you need to:
//!
//! - Create a [`RenderContext`][], a 2D drawing context for a fixed-size target area.
//! - For each object in your scene:
//! - Set how the object will be painted, using [`set_paint`][RenderContext::set_paint].
//! - Set the shape to be drawn for that object, using methods like [`fill_path`][RenderContext::fill_path],
//! [`stroke_path`][RenderContext::stroke_path], or [`glyph_run`][RenderContext::glyph_run].
//! - Render it to an image using [`RenderContext::render_to_pixmap`][].
//!
//! ```rust
//! use vello_cpu::{RenderContext, Pixmap, RenderMode};
//! use vello_cpu::{color::{palette::css, PremulRgba8}, kurbo::Rect};
//! let width = 10;
//! let height = 5;
//! let mut context = RenderContext::new(width, height);
//! context.set_paint(css::MAGENTA);
//! context.fill_rect(&Rect::from_points((3., 1.), (7., 4.)));
//!
//! let mut target = Pixmap::new(width, height);
//! // While calling `flush` is only strictly necessary if you are rendering using
//! // multiple threads, it is recommended to always do this.
//! context.flush();
//! context.render_to_pixmap(&mut target);
//!
//! let expected_render = b"\
//! 0000000000\
//! 0001111000\
//! 0001111000\
//! 0001111000\
//! 0000000000";
//! let magenta = css::MAGENTA.premultiply().to_rgba8();
//! let transparent = PremulRgba8 {r: 0, g: 0, b: 0, a: 0};
//! let mut result = Vec::new();
//! for pixel in target.data() {
//! if *pixel == magenta {
//! result.push(b'1');
//! } else if *pixel == transparent {
//! result.push(b'0');
//! } else {
//! panic!("Got unexpected pixel value {pixel:?}");
//! }
//! }
//! assert_eq!(&result, expected_render);
//! ```
//!
//! Feel free to take a look at some further
//! [examples](https://github.com/linebender/vello/tree/main/sparse_strips/vello_cpu/examples)
//! to better understand how to interact with Vello CPU's API,
//!
//! # Features
//!
//! - `std` (enabled by default): Get floating point functions from the standard library
//! (likely using your target's libc).
//! - `libm`: Use floating point implementations from [libm][].
//! - `png`(enabled by default): Allow loading [`Pixmap`]s from PNG images.
//! Also required for rendering glyphs with an embedded PNG. Implies `std`.
//! - `multithreading`: Enable multi-threaded rendering. Implies `std`.
//! - `text` (enabled by default): Enables glyph rendering ([`glyph_run`][RenderContext::glyph_run]).
//! - `u8_pipeline` (enabled by default): Enable the u8 pipeline, for speed focused rendering using u8 math.
//! The `u8` pipeline will be used for [`OptimizeSpeed`][RenderMode::OptimizeSpeed], if both pipelines are enabled.
//! If you're using Vello CPU for application rendering, you should prefer this pipeline.
//! - `f32_pipeline`: Enable the `f32` pipeline, which is slower but has more accurate
//! results. This is espectially useful for rendering test snapshots.
//! The `f32` pipeline will be used for [`OptimizeQuality`][RenderMode::OptimizeQuality], if both pipelines are enabled.
//!
//! At least one of `std` and `libm` is required; `std` overrides `libm`.
//! At least one of `u8_pipeline` and `f32_pipeline` must be enabled.
//! You might choose to disable one of these pipelines if your application
//! won't use it, so as to reduce binary size.
//!
//! # Caveats
//!
//! Overall, Vello CPU is already very feature-rich and should be ready for
//! production use cases. The main caveat at the moment is that the API is
//! still likely to change and not stable yet. For example, we have
//! known plans to change the API around how image resources are used.
//!
//! Additionally, there are certain APIs that are still very much experimental,
//! including for example support for filters. This will be reflected in the
//! documentation of those APIs.
//!
//! Another caveat is that multi-threading with large thread counts
//! (more than 4) might give diminishing returns, especially when
//! making heavy use of layers and clip paths.
//!
//! # Performance
//!
//! Performance benchmarks can be found [here](https://laurenzv.github.io/vello_chart/),
//! As can be seen, Vello CPU achieves compelling performance on both,
//! aarch64 and x86 platforms. We also have SIMD optimizations for WASM SIMD,
//! meaning that you can expect good performance there as well.
//!
//! # Implementation
//!
//! If you want to gain a better understanding of Vello CPU and the
//! sparse strips paradigm, you can take a look at the [accompanying
//! master's thesis](https://ethz.ch/content/dam/ethz/special-interest/infk/inst-pls/plf-dam/documents/StudentProjects/MasterTheses/2025-Laurenz-Thesis.pdf)
//! that was written on the topic. Note that parts of the descriptions might
//! become outdated as the implementation changes, but it should give a good
//! overview nevertheless.
//!
//! <!-- We can't directly link to the libm crate built locally, because our feature is only a pass-through -->
//! [libm]: https://crates.io/crates/libm
// LINEBENDER LINT SET - lib.rs - v3
// See https://linebender.org/wiki/canonical-lints/
// These lints shouldn't apply to examples or tests.
// These lints shouldn't apply to examples.
// Targeting e.g. 32-bit means structs containing usize can give false positives for 64-bit.
// END LINEBENDER LINT SET
extern crate alloc;
extern crate core;
extern crate std;
compile_error!;
pub use ;
pub use Level;
pub use Glyph;
pub use Mask;
pub use ;
pub use Pixmap;
pub use ;
/// The selected rendering mode.
/// For using [`RenderMode::OptimizeQuality`] you also need to enable `f32_pipeline` feature.