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.