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_pinscall, as planner blocked-flag updates the driver must apply. - Scene
Residency - Per-scene residency pins, one refcount per resource and channel.
Enums§
- Scene
Load State - 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
ShaderHandlevalue). - 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.