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CompositorEngine

Struct CompositorEngine 

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pub struct CompositorEngine { /* private fields */ }
Expand description

The compositor engine that orchestrates the retained-mode layer tree.

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impl CompositorEngine

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pub fn new() -> Self

Creates a new compositor engine with an empty layer tree.

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pub fn layer_tree(&self) -> &LayerTree

Returns a reference to the layer tree.

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pub fn layer_tree_mut(&mut self) -> &mut LayerTree

Returns a mutable reference to the layer tree.

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pub fn create_layer(&mut self, layer: Layer) -> LayerId

Creates a new layer and inserts it into the tree. Returns the new layer’s ID.

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pub fn remove_layer(&mut self, id: LayerId) -> Option<Layer>

Removes a layer from the tree.

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pub fn mark_dirty(&mut self, id: LayerId)

Marks a layer as dirty (its content changed).

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pub fn damage_info(&self) -> &DamageInfo

Returns the damage information for the current frame.

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pub fn flatten_and_route(&mut self) -> CommandBuckets

Flattens the layer tree and routes draw calls into three command buckets based on their material type.

This is the core routing method that feeds the GPU’s multi-pass pipeline:

  • Scene Capture pass: All opaque draw calls
  • Material Composite pass: Glass draw calls (sample blur pyramid)
  • Foreground pass: Overlay draw calls (crisp on top)

The tree is traversed depth-first, back-to-front (painter’s algorithm), producing correctly Z-ordered commands within each bucket.

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pub fn needs_reflatten(&self) -> bool

Returns true if the layer tree has been modified since the last flatten.

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pub fn end_frame(&mut self)

Advances the frame. Call once per frame after rendering.

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pub fn clear(&mut self)

Clears all layers and resets the engine state.

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impl Default for CompositorEngine

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fn default() -> Self

Returns the “default value” for a type. Read more

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impl<T> Any for T
where T: 'static + ?Sized,

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