pub struct SegmentedOutcome {
pub frame: FrameOutcome,
pub overlays: Vec<OverlayCutOutcome>,
pub encoders: u32,
pub submits: u32,
}Expand description
What SurfaceRenderer::submit_segmented did with one frame.
Fields§
§frame: FrameOutcomeThe main surface’s outcome — exactly what SurfaceRenderer::submit
would have answered.
overlays: Vec<OverlayCutOutcome>One entry per OverlayCut, in the order given.
encoders: u32Command encoders the frame created: 1 whenever it reached the GPU
encode — the main segment and every overlay share it (an engine
refusal drops it un-submitted) — 0 when it never got that far.
submits: u32Queue submits the frame issued: 1 for a rendered frame, however many
overlays it carried, 0 otherwise. The segmented frame’s invariant.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for SegmentedOutcome
impl RefUnwindSafe for SegmentedOutcome
impl Send for SegmentedOutcome
impl Sync for SegmentedOutcome
impl Unpin for SegmentedOutcome
impl UnsafeUnpin for SegmentedOutcome
impl UnwindSafe for SegmentedOutcome
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more