Expand description
The render graph: the layers and primitives that a scene builds for a renderer to draw.
Structs§
- Content
Changes - The last scene update that changed what a layer draws, and how many updates in a row up to it did.
- Draw
Command Id - Stable identity of one placement of a draw command: its layout node,
command index and placement pass. A
WithContentcommand shares one CPU recording between its two runs, while each placement retains independent renderer state under this identity. - Draw
Primitive Node - One draw primitive together with its clip.
- Draw
RunNode - A run of recorded draw primitives from one draw command, kept together as one node.
- HitTest
Node - Pointer handling attached to a layer.
- Isolation
Reasons - Reasons a layer is drawn into its own offscreen buffer instead of directly into its parent.
- Layer
Node - A node of the render graph that groups content under one set of layer properties: bounds, transform, clip, graphics layer and children.
- Layer
Properties - Scene properties with implicit defaults and independently mutable clones.
- Primitive
Entry - One primitive of a layer together with the phase that orders it against the children.
- Projective
Transform - A projective mapping of a two-dimensional coordinate plane.
- Render
Graph - The scene as a tree of layers that a renderer draws.
- Text
Primitive Node - A run of text to draw, with the layout facts that a renderer needs.
Enums§
- Cache
Policy - Whether a renderer may keep the rasterized pixels of a layer between frames.
- Primitive
Node - The content of a
PrimitiveEntry. - Primitive
Phase - Whether a primitive draws before or after the children of its layer.
- Render
Node - A child of a layer in the render graph.
Constants§
- CONTAINED_
DRAW_ SLACK - How far past its bounds a layer that draws within them may still put pixels: glyph and edge antialiasing.
Functions§
- quad_
bounds - Returns the axis-aligned bounds containing all four points.
Type Aliases§
- Draw
RunSummary - What a run contains, answered while recording.