Enum RenderRequest
pub enum RenderRequest {
Frame {
cpu_frame_id: Option<u64>,
scene: Scene,
width: u32,
height: u32,
base_color: AlphaColor<Srgb>,
damage_regions: Vec<Rect>,
scroll_copies: Vec<DeviceCopy>,
full_redraw: bool,
backdrop: BackdropFrame,
on_present: Option<Box<dyn FnOnce(SystemTime) + Send>>,
},
Shutdown {
keep_renderer: bool,
},
}Variants§
Frame
Fields
§
base_color: AlphaColor<Srgb>§
damage_regions: Vec<Rect>Physical-pixel rectangles. Empty means the retained target is already current and only needs presenting.
§
scroll_copies: Vec<DeviceCopy>Copies within the retained target, in order, before the damage is
repainted: what a scroll keeps on screen (crate::scroll_copy).
A whole-surface frame ignores them.
§
backdrop: BackdropFrameThe backdrops the scene’s floating surfaces were recorded over
(crate::backdrop), in physical pixels. Empty draws no blur.
Shutdown
Drain the channel and exit the worker loop. Sent from
AppHandler::exiting; the App then join()s the handle.
Auto Trait Implementations§
impl Freeze for RenderRequest
impl !RefUnwindSafe for RenderRequest
impl Send for RenderRequest
impl !Sync for RenderRequest
impl Unpin for RenderRequest
impl UnsafeUnpin for RenderRequest
impl !UnwindSafe for RenderRequest
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