pub struct RenderBackend {
Show 17 fields api_rx: Receiver<ApiMsg>, result_tx: Sender<ResultMsg>, scene_tx: Sender<SceneBuilderRequest>, gpu_cache: GpuCache, resource_cache: ResourceCache, frame_config: FrameBuilderConfig, default_compositor_kind: CompositorKind, documents: FastHashMap<DocumentId, Document>, notifier: Box<dyn RenderNotifier>, sampler: Option<Box<dyn AsyncPropertySampler + Send>>, size_of_ops: Option<MallocSizeOfOps>, debug_flags: DebugFlags, namespace_alloc_by_client: bool, recycler: Recycler, capture_config: Option<CaptureConfig>, tile_caches: FastHashMap<SliceId, Box<TileCacheInstance>>, frame_publish_id: FramePublishId,
}
Expand description

The render backend is responsible for transforming high level display lists into GPU-friendly work which is then submitted to the renderer in the form of a frame::Frame.

The render backend operates on its own thread.

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§api_rx: Receiver<ApiMsg>§result_tx: Sender<ResultMsg>§scene_tx: Sender<SceneBuilderRequest>§gpu_cache: GpuCache§resource_cache: ResourceCache§frame_config: FrameBuilderConfig§default_compositor_kind: CompositorKind§documents: FastHashMap<DocumentId, Document>§notifier: Box<dyn RenderNotifier>§sampler: Option<Box<dyn AsyncPropertySampler + Send>>§size_of_ops: Option<MallocSizeOfOps>§debug_flags: DebugFlags§namespace_alloc_by_client: bool§recycler: Recycler§capture_config: Option<CaptureConfig>

If Some, do ‘sequence capture’ logging, recording updated documents, frames, etc. This is set only through messages from the scene builder, so all control of sequence capture goes through there.

§tile_caches: FastHashMap<SliceId, Box<TileCacheInstance>>

A map of tile caches. These are stored in the backend as they are persisted between both frame and scenes.

§frame_publish_id: FramePublishId

The id of the latest PublishDocument

Implementations§

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impl RenderBackend

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pub fn new( api_rx: Receiver<ApiMsg>, result_tx: Sender<ResultMsg>, scene_tx: Sender<SceneBuilderRequest>, resource_cache: ResourceCache, notifier: Box<dyn RenderNotifier>, frame_config: FrameBuilderConfig, sampler: Option<Box<dyn AsyncPropertySampler + Send>>, size_of_ops: Option<MallocSizeOfOps>, debug_flags: DebugFlags, namespace_alloc_by_client: bool ) -> RenderBackend

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pub fn next_namespace_id() -> IdNamespace

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pub fn run(&mut self)

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fn process_transaction( &mut self, txns: Vec<Box<BuiltTransaction>>, result_tx: Option<Sender<SceneSwapResult>>, frame_counter: &mut u32 ) -> bool

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fn process_api_msg( &mut self, msg: ApiMsg, frame_counter: &mut u32 ) -> RenderBackendStatus

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fn process_scene_builder_result( &mut self, msg: SceneBuilderResult, frame_counter: &mut u32 ) -> RenderBackendStatus

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fn update_frame_builder_config(&self)

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fn prepare_for_frames(&mut self)

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fn bookkeep_after_frames(&mut self)

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fn requires_frame_build(&mut self) -> bool

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fn prepare_transactions( &mut self, txns: Vec<Box<TransactionMsg>>, frame_counter: &mut u32 )

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fn maybe_force_nop_documents<F>( &mut self, frame_counter: &mut u32, document_already_present: F )where F: Fn(DocumentId) -> bool,

In certain cases, resources shared by multiple documents have to run maintenance operations, like cleaning up unused cache items. In those cases, we are forced to build frames for all documents, however we may not have a transaction ready for every document - this method calls update_document with the details of a fake, nop transaction just to force a frame build.

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fn update_document( &mut self, document_id: DocumentId, resource_updates: Vec<ResourceUpdate>, frame_ops: Vec<FrameMsg>, notifications: Vec<NotificationRequest>, render_frame: bool, render_reasons: RenderReasons, generated_frame_id: Option<u64>, invalidate_rendered_frame: bool, frame_counter: &mut u32, has_built_scene: bool, start_time: Option<u64> ) -> bool

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fn send_backend_message(&self, msg: SceneBuilderRequest)

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fn report_memory(&mut self, tx: Sender<Box<MemoryReport>>)

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fn save_capture_sequence(&mut self)

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impl RenderBackend

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