Struct re_renderer::wgpu_resources::dynamic_resource_pool::DynamicResourcePoolProtectedState
source · struct DynamicResourcePoolProtectedState<Handle: Key, Desc: Debug, Res> {
all_resources: SlotMap<Handle, Arc<DynamicResource<Handle, Desc, Res>>>,
last_frame_deallocated: HashMap<Desc, SmallVec<[Handle; 4]>>,
}
Fields§
§all_resources: SlotMap<Handle, Arc<DynamicResource<Handle, Desc, Res>>>
All resources, including both resources that are in use and those that are marked as dead via Self::last_frame_deallocated
We store any ref counted handle we give out in DynamicResourcePool::alloc
here in order to keep it alive.
Every DynamicResourcePool::begin_frame
we check if the pool is now the only owner of the handle
and if so mark it as deallocated.
last_frame_deallocated: HashMap<Desc, SmallVec<[Handle; 4]>>
Any resource that has been deallocated last frame. We keep them around for a bit longer to allow reclamation
Auto Trait Implementations§
impl<Handle, Desc, Res> Freeze for DynamicResourcePoolProtectedState<Handle, Desc, Res>
impl<Handle, Desc, Res> RefUnwindSafe for DynamicResourcePoolProtectedState<Handle, Desc, Res>
impl<Handle, Desc, Res> Send for DynamicResourcePoolProtectedState<Handle, Desc, Res>
impl<Handle, Desc, Res> Sync for DynamicResourcePoolProtectedState<Handle, Desc, Res>
impl<Handle, Desc, Res> Unpin for DynamicResourcePoolProtectedState<Handle, Desc, Res>
impl<Handle, Desc, Res> UnwindSafe for DynamicResourcePoolProtectedState<Handle, Desc, Res>
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