engine::layer_surface

Structs

LayerSurfaceEntry

Desired surface geometry for one tile in a layer layout.

Properties

key

Type: String

host_signature

Type: String

Host ownership plus backing-surface generation; changes when the physical surface is replaced.

origin_x

Type: f32

origin_y

Type: f32

replay_priority

Type: i32

surface

Type: LayerSurfaceSize


LayerSurfaceLayout

Desired set of physical surfaces for a logical layer.

Properties

surfaces

Type: Vec<LayerSurfaceEntry>

active

Type: bool


LayerSurfaceSize

Logical and backing-pixel dimensions for one physical surface.

Properties

logical_width

Type: f32

logical_height

Type: f32

surface_width

Type: u32

surface_height

Type: u32

dpr

Type: [f32; 2]


ReplayPriorityEntry

Retargeted surface metadata used to choose replay order without involving backend resources.

Properties

index

Type: usize

priority

Type: i32


SurfaceReplayCoordinator

Shared coordinator for physical-surface replay after a layer layout retarget.

This tracks surface indices and replay regions, not scene-node coverage. The runtime scene index selects nodes; backends apply surface indices to their own renderer objects.

Implementations

remap_surfaces
pub fn remap_surfaces(&mut self, layer: usize, old_indices: &[usize])

Remap pending replay work after eviction or reordering, dropping work for removed surfaces. old_indices[new_index] identifies the surviving renderer in the previous surface vector.

Functions

replay_batches_by_directional_priority

pub fn replay_batches_by_directional_priority(entries: &[ReplayPriorityEntry]) -> Vec<Vec<usize>>

Replay visible retargeted surfaces together, then warm tiles by priority and travel direction.