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Rendering

RenderContext collects project draw calls during a frame and the runtime submits them through Warp’s wgpu render passes. The current primitive surface includes:

  • draw_rect(min, max, color)
  • draw_line(src, dst, color)
  • draw_circle(position, radius, color)
  • textured image and atlas helpers
  • normalized screen-overlay variants for rects, lines, and circles

The engine also contains scene-layer, image-atlas, effect, depth, and post-processing infrastructure. Those systems are more specific than the small primitive contract and should be read directly from the source when a project needs them.

The architectural claim is intentionally modest: Warp uses wgpu as its rendering API and lets wgpu select the platform backend. The public site does not claim a proprietary Vulkan or Metal renderer, nor does it claim benchmark superiority.