Struct webrender::scene_building::SceneRecycler

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pub struct SceneRecycler {
Show 15 fields pub tx: Sender<BuiltScene>, rx: Receiver<BuiltScene>, pub prim_store: PrimitiveStore, pub clip_store: ClipStore, pub picture_graph: PictureGraph, pub prim_instances: Vec<PrimitiveInstance>, pub surfaces: Vec<SurfaceInfo>, pub hit_testing_scene: Option<HitTestingScene>, pub clip_tree_builder: Option<ClipTreeBuilder>, id_to_index_mapper_stack: Vec<NodeIdToIndexMapper>, sc_stack: Vec<FlattenedStackingContext>, containing_block_stack: Vec<SpatialNodeIndex>, raster_space_stack: Vec<RasterSpace>, pending_shadow_items: VecDeque<ShadowItem>, iframe_size: Vec<LayoutSize>,
}
Expand description

A helper for reusing the scene builder’s memory allocations and dropping scene allocations on the scene builder thread to avoid lock contention in jemalloc.

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§tx: Sender<BuiltScene>§rx: Receiver<BuiltScene>§prim_store: PrimitiveStore§clip_store: ClipStore§picture_graph: PictureGraph§prim_instances: Vec<PrimitiveInstance>§surfaces: Vec<SurfaceInfo>§hit_testing_scene: Option<HitTestingScene>§clip_tree_builder: Option<ClipTreeBuilder>§id_to_index_mapper_stack: Vec<NodeIdToIndexMapper>§sc_stack: Vec<FlattenedStackingContext>§containing_block_stack: Vec<SpatialNodeIndex>§raster_space_stack: Vec<RasterSpace>§pending_shadow_items: VecDeque<ShadowItem>§iframe_size: Vec<LayoutSize>

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impl SceneRecycler

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pub fn new() -> Self

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pub fn recycle_built_scene(&mut self)

Do some bookkeeping of past memory allocations, retaining some of them for reuse and dropping the rest.

Should be called once between scene builds, ideally outside of the critical path since deallocations can take some time.

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