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SceneReturnSender

Struct SceneReturnSender 

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pub struct SceneReturnSender<S> { /* private fields */ }
Expand description

The render-thread handle to scene_return_channel: pushes a drained scene back for the UI thread to reclaim (Scene::reset + reuse) instead of a shell allocating a fresh one every frame — closing the buffer-reuse gap a scene crossing render_channel would otherwise leave (a scene with no way back, so every split submit_frame replaced it with Scene::new()).

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impl<S> SceneReturnSender<S>

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pub fn give_back(&self, scene: S)

Push a drained scene back for the UI thread to reclaim. Depth-1 latest-wins, mirroring RenderSender::send_scene: an unpolled scene already in the slot is replaced (dropped) rather than queued — the UI thread only ever needs one spare, and an unbounded backlog here would just be a leak-shaped wait for a UI thread that has stopped polling.

The render thread must call this for every SceneFrame it takes off a RenderReceiver — whether the scene is actually rendered or the frame is phase-gated out (RenderPhase::Paused/RenderPhase::NoSurface after a Pause/SurfaceDestroyed) — so a scene is never silently dropped instead of given back.

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impl<S: Debug> Debug for SceneReturnSender<S>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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