frust_engine/cache/mod.rs
1//! Engine-side caches for GPU resources derived from a scene.
2//!
3//! Each cache turns a recurring, expensive-to-derive scene input into a bounded,
4//! reusable GPU resource, and is maintained at the frame boundary rather than
5//! mid-frame so handles handed out during encoding stay valid for that frame.
6
7pub mod gradients;
8pub mod images;
9
10pub use gradients::{BYTES_PER_TEXEL, CachedRamp, GradientCache, GradientTextureLayout, LutUpload};
11pub use images::{
12 AtlasBudget, AtlasRegion, ImageResidency, ImageSkip, ImageUpload, MAX_UNSEEN_FRAMES,
13 ResidentImage,
14};