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GlyphAtlasCache

Struct GlyphAtlasCache 

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pub struct GlyphAtlasCache { /* private fields */ }
Expand description

Cache for glyph atlases, keyed by (font_handle, size_px_u32).

The size is stored as a u32 (rounded to the nearest integer from f32) so that the key is Hash + Eq. Callers that need sub-pixel size variation should round to the nearest integer before querying.

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impl GlyphAtlasCache

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pub fn new() -> Self

Creates an empty cache.

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pub fn get_or_create( &mut self, font: &FontAsset, font_handle: AssetHandle<FontAsset>, size_px: f32, ) -> Result<&GlyphAtlas, String>

Returns a cached atlas or generates (and caches) a new one.

§Arguments
  • font - The loaded font asset (used to parse the font data).
  • font_handle - The asset handle identifying this font.
  • size_px - Desired pixel size (rounded to the nearest integer for cache key).
§Errors

Returns an error if font parsing or atlas generation fails.

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pub fn invalidate_font(&mut self, font_handle: AssetHandle<FontAsset>)

Removes all cached atlases for the given font handle (all sizes).

Any GPU texture handles owned by the removed atlases are queued for destruction. Call destroy_gpu_textures to release them.

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pub fn process_reloads(&mut self, reloaded: &[AssetHandle<FontAsset>]) -> usize

Processes a batch of font hot-reloads by invalidating every font in the provided slice.

Returns the number of atlas entries that were removed.

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pub fn destroy_gpu_textures(&mut self, backend: &mut dyn RenderBackend)

Destroys all GPU textures that were queued by previous invalidations.

This must be called with a valid render backend to release GPU memory.

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pub fn pending_destroy_count(&self) -> usize

Returns the number of GPU texture handles pending destruction.

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pub fn clear(&mut self)

Removes all cached atlases.

Trait Implementations§

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impl Debug for GlyphAtlasCache

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

Formats the value using the given formatter. Read more
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impl Default for GlyphAtlasCache

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fn default() -> Self

Returns the “default value” for a type. Read more

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