Expand description
The owned per-frame snapshot the extraction phase fills from world state and the submission phase consumes. Self-contained by construction: no borrows into component storage, resources, or the backend, so a frame’s draw inputs can outlive the world borrow that produced them and later cross a thread boundary. Buffers keep their capacity across frames; a steady-state extraction allocates nothing.
Structs§
- Frame
Scalars - Camera and frame-wide flags for one frame’s draw.
- Render
Snapshot - Everything one frame’s draw consumes, extracted from world state.
- Scene
OpRecorder - A
SceneControlthat records calls asSceneOps instead of driving a backend, so scene-flow logic can run during extraction. - Span
Buffer - Variable-length per-slot updates flattened into one values buffer plus
(slot, range)spans, so extraction copies into persistent storage and submission replays one backend call per span. - UiIntents
- Window-interaction intents resolved during extraction, applied verbatim by
submission.
Nonemeans “do not touch the current state this frame”.
Enums§
- SceneOp
- One recorded scene-visibility effect, replayed onto the backend at submission in record order.