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Module scene_residency

Module scene_residency 

Source
Expand description

Scene residency bookkeeping: which scenes are pinned (their streamed content wanted on the GPU), which of each scene’s members are currently resident, and the derived per-scene load state and progress. Pure bookkeeping against core + alloc only, like the streaming policy core: the driver applies pin changes to the stream planners as blocked flags and reports residency transitions back here.

Structs§

PinChanges
Pin changes produced by one sync_pins call, as planner blocked-flag updates the driver must apply.
SceneResidency
Per-scene residency pins, one refcount per resource and channel.

Enums§

SceneLoadState
Load state of one scene’s streamed content, derived from pins + residency.

Constants§

CHANNEL_MESH
Residency channel for meshes.
CHANNEL_SHADER
A shader bucket’s render pipeline, built on pin and released on unload. The item id is the bucket (the material’s ShaderHandle value).
CHANNEL_TEXTURE
Residency channel for textures.

Type Aliases§

Member
A streamed item a scene exclusively owns: the driver’s channel tag (which pool the item lives in) plus the pool’s item id.