Struct webrender::device::gl::ProgramCache

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pub struct ProgramCache {
    entries: RefCell<FastHashMap<ProgramSourceDigest, ProgramCacheEntry>>,
    program_cache_handler: Option<Box<dyn ProgramCacheObserver>>,
    pending_entries: RefCell<Vec<Arc<ProgramBinary>>>,
}

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§entries: RefCell<FastHashMap<ProgramSourceDigest, ProgramCacheEntry>>§program_cache_handler: Option<Box<dyn ProgramCacheObserver>>

Optional trait object that allows the client application to handle ProgramCache updating

§pending_entries: RefCell<Vec<Arc<ProgramBinary>>>

Programs that have not yet been cached to disk (by program_cache_handler)

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impl ProgramCache

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pub fn new( program_cache_observer: Option<Box<dyn ProgramCacheObserver>>, ) -> Rc<Self>

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fn update_disk_cache(&self, startup_complete: bool)

Save any new program binaries to the disk cache, and if startup has just completed then write the list of shaders to load on next startup.

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fn add_new_program_binary(&self, program_binary: Arc<ProgramBinary>)

Add a new ProgramBinary to the cache. This function is typically used after compiling and linking a new program. The binary will be saved to disk the next time update_disk_cache() is called.

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pub fn report_memory(&self, op: VoidPtrToSizeFn) -> usize

Returns the number of bytes allocated for shaders in the cache.

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