GPU-ready 2D primitives
Vector & Text
Build precise interface graphics above the device layer.
Explore source ↗Capability
Vector geometry, brushes, strokes, AOT-safe OpenType shaping, complex-script processing, font fallback, glyph atlases, metrics, and layout packages prepare reusable 2D content for the GPU pipeline.
- 01
Paths and geometry
- 02
Brushes, pens, and fills
- 03
OpenType shaping across complex scripts
- 04
Retained glyph fragments and GPU-ready atlases
How it composes
From intent
to working system.
Describe
Managed paths and text runs capture application intent.
Layout
Geometry and glyph placement resolve CPU-side constraints.
Prepare
Buffers, atlases, and paint data become GPU-ready resources.
Draw
Scene or immediate commands submit prepared content.
Quick start
Adopt this
capability.
Start with the primary module, then add the related packages only when the application needs those layers. Replace VERSION with the current NuGet version.
dotnet add package ProGPU.Vector --prereleasedotnet add package ProGPU.Text --prerelease<PackageReference Include="ProGPU.Vector" Version="VERSION" /><PackageVersion Include="ProGPU.Vector" Version="VERSION" />var path = new PathBuilder() .MoveTo(12, 12) .LineTo(92, 48) .LineTo(12, 84) .Close();
scene.AddPath(path, brush);Modules in this capability
Use one layer.
Compose the rest.
Paths, geometry, brushes, pens, tessellation, and vector resources.
↗02ProGPU.TextText layout, shaping, glyph metrics, and GPU text rendering.
↗03ProGPU.Text.ShapingStandalone AOT-safe OpenType shaping contracts and execution.
↗04ProGPU.Fonts.NotoDeterministic CJK, symbol, and fallback font assets.
↗Source of truth
Read the module beside the complete system.
The implementation, samples, issues, and release notes stay in the parent repository so module details remain connected to the product architecture.