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RenderBatch

Struct RenderBatch 

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pub struct RenderBatch<S, W> {
    pub commands: Vec<RenderCommand<W>>,
    pub scene: Option<SceneFrame<S>>,
    pub disconnected: bool,
}
Expand description

One wakeup’s worth of work handed to the render thread by RenderReceiver::wait_next/RenderReceiver::try_next: the lifecycle commands to process (FIFO), then the freshest scene to render (if any). A render loop processes commands first (updating its RenderPhase), then renders scene only if the resulting phase can_render.

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§commands: Vec<RenderCommand<W>>

Pending lifecycle commands in FIFO order.

§scene: Option<SceneFrame<S>>

The freshest scene handed off since the last drain (latest-wins), or None if no new scene arrived.

§disconnected: bool

true once the RenderSender has been dropped and no work remains — the render loop’s signal to exit cleanly.

Trait Implementations§

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impl<S: Debug, W: Debug> Debug for RenderBatch<S, W>

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

Formats the value using the given formatter. Read more

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