pub(super) struct StaticResourcePool<Handle: Key, Desc, Res> {
resources: RwLock<SlotMap<Handle, StoredResource<Res>>>,
lookup: RwLock<HashMap<Desc, Handle>>,
pub current_frame_index: u64,
}
Expand description
Generic resource pool for all resources that are fully described upon creation.
This implies, a resource is uniquely defined by its description. We call these resources “static” because they never change their content during rendering. However, the description may be respect to indirect changes which may to recreation of a resource. The prime example of this is shader reloading:
- The resource is semantically the exact same despite having a different wgpu resource.
- We do not want its handle to change.
Fields§
§resources: RwLock<SlotMap<Handle, StoredResource<Res>>>
§lookup: RwLock<HashMap<Desc, Handle>>
§current_frame_index: u64
Implementations§
source§impl<Handle, Desc, Res> StaticResourcePool<Handle, Desc, Res>
impl<Handle, Desc, Res> StaticResourcePool<Handle, Desc, Res>
pub fn get_or_create<F: FnOnce(&Desc) -> Res>( &self, desc: &Desc, creation_func: F ) -> Handle
pub fn recreate_resources<F: FnMut(&Desc) -> Option<Res>>( &mut self, recreation_func: F )
sourcepub fn resources(&self) -> StaticResourcePoolReadLockAccessor<'_, Handle, Res>
pub fn resources(&self) -> StaticResourcePoolReadLockAccessor<'_, Handle, Res>
Locks the resource pool for resolving handles.
While it is locked, no new resources can be added.
pub fn num_resources(&self) -> usize
Trait Implementations§
Auto Trait Implementations§
impl<Handle, Desc, Res> !Freeze for StaticResourcePool<Handle, Desc, Res>
impl<Handle, Desc, Res> !RefUnwindSafe for StaticResourcePool<Handle, Desc, Res>
impl<Handle, Desc, Res> Send for StaticResourcePool<Handle, Desc, Res>
impl<Handle, Desc, Res> Sync for StaticResourcePool<Handle, Desc, Res>
impl<Handle, Desc, Res> Unpin for StaticResourcePool<Handle, Desc, Res>
impl<Handle, Desc, Res> UnwindSafe for StaticResourcePool<Handle, Desc, Res>
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