Struct webrender::frame_builder::FrameBuilder
source · pub struct FrameBuilder {
pub globals: FrameGlobalResources,
prim_headers_prealloc: Preallocator,
composite_state_prealloc: CompositeStatePreallocator,
plane_splitters: Vec<BspSplitter<PlaneSplitAnchor>>,
}
Expand description
Produces the frames that are sent to the renderer.
Fields§
§globals: FrameGlobalResources
§prim_headers_prealloc: Preallocator
§composite_state_prealloc: CompositeStatePreallocator
§plane_splitters: Vec<BspSplitter<PlaneSplitAnchor>>
Implementations§
source§impl FrameBuilder
impl FrameBuilder
pub fn new() -> Self
sourcefn build_layer_screen_rects_and_cull_layers(
&mut self,
scene: &mut BuiltScene,
global_screen_world_rect: WorldRect,
resource_cache: &mut ResourceCache,
gpu_cache: &mut GpuCache,
rg_builder: &mut RenderTaskGraphBuilder,
global_device_pixel_scale: DevicePixelScale,
scene_properties: &SceneProperties,
transform_palette: &mut TransformPalette,
data_stores: &mut DataStores,
scratch: &mut ScratchBuffer,
debug_flags: DebugFlags,
composite_state: &mut CompositeState,
tile_caches: &mut FastHashMap<SliceId, Box<TileCacheInstance>>,
spatial_tree: &SpatialTree,
cmd_buffers: &mut CommandBufferList,
frame_gpu_data: &mut GpuBufferBuilder,
profile: &mut TransactionProfile
)
fn build_layer_screen_rects_and_cull_layers( &mut self, scene: &mut BuiltScene, global_screen_world_rect: WorldRect, resource_cache: &mut ResourceCache, gpu_cache: &mut GpuCache, rg_builder: &mut RenderTaskGraphBuilder, global_device_pixel_scale: DevicePixelScale, scene_properties: &SceneProperties, transform_palette: &mut TransformPalette, data_stores: &mut DataStores, scratch: &mut ScratchBuffer, debug_flags: DebugFlags, composite_state: &mut CompositeState, tile_caches: &mut FastHashMap<SliceId, Box<TileCacheInstance>>, spatial_tree: &SpatialTree, cmd_buffers: &mut CommandBufferList, frame_gpu_data: &mut GpuBufferBuilder, profile: &mut TransactionProfile )
Compute the contribution (bounding rectangles, and resources) of layers and their primitives in screen space.
pub fn build( &mut self, scene: &mut BuiltScene, resource_cache: &mut ResourceCache, gpu_cache: &mut GpuCache, rg_builder: &mut RenderTaskGraphBuilder, stamp: FrameStamp, device_origin: DeviceIntPoint, scene_properties: &SceneProperties, data_stores: &mut DataStores, scratch: &mut ScratchBuffer, debug_flags: DebugFlags, tile_caches: &mut FastHashMap<SliceId, Box<TileCacheInstance>>, spatial_tree: &mut SpatialTree, dirty_rects_are_valid: bool, profile: &mut TransactionProfile, minimap_data: FastHashMap<ExternalScrollId, MinimapData> ) -> Frame
fn render_minimap( &self, scratch: &mut PrimitiveScratchBuffer, spatial_tree: &SpatialTree, minimap_data_store: FastHashMap<ExternalScrollId, MinimapData> )
fn build_composite_pass( &self, scene: &BuiltScene, ctx: &RenderTargetContext<'_, '_>, gpu_cache: &mut GpuCache, deferred_resolves: &mut Vec<DeferredResolve>, composite_state: &mut CompositeState )
Trait Implementations§
Auto Trait Implementations§
impl RefUnwindSafe for FrameBuilder
impl Send for FrameBuilder
impl Sync for FrameBuilder
impl Unpin for FrameBuilder
impl UnwindSafe for FrameBuilder
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more