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//! [`retained`] is the one whose input is a rendered body rather than a decoded
7//! resource: a `PushRetained` bracket's pixels, kept so a later frame's
8//! `DrawRetained` composites them instead of painting the body again.
9
10pub mod gradients;
11pub mod images;
12pub mod retained;
13
14pub use gradients::{BYTES_PER_TEXEL, CachedRamp, GradientCache, GradientTextureLayout, LutUpload};
15pub use images::{
16 AtlasBudget, AtlasRegion, ImageResidency, ImageSkip, ImageUpload, MAX_UNSEEN_FRAMES,
17 ResidentImage,
18};
19pub use retained::{
20 RetainedBudget, RetainedDecision, RetainedEntry, RetainedPages, RetainedPlan, RetainedRefusal,
21};