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TileRenderPipeline

Struct TileRenderPipeline 

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pub struct TileRenderPipeline {
    pub compositor: TileCompositor,
    pub color_matrix: ColorMatrix,
    pub shader_registry: HotReloadRegistry,
}
Expand description

High-level CPU rendering pipeline: shader hot-reload + layer compositing

  • optional colour-matrix post-processing.

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§compositor: TileCompositor§color_matrix: ColorMatrix

Default colour matrix applied by Self::render (identity by default).

§shader_registry: HotReloadRegistry

Implementations§

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impl TileRenderPipeline

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pub fn new(width: u32, height: u32) -> Self

Create a new pipeline for a tile of the given size.

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pub fn add_shader(&mut self, label: impl Into<String>, wgsl: impl Into<String>)

Register a WGSL shader source with the hot-reload registry.

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pub fn update_shader( &mut self, label: &str, new_wgsl: impl Into<String>, ) -> bool

Update a registered shader source, bumping its version.

Returns true if the label existed; false otherwise.

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pub fn render(&self, layers: &mut [Layer]) -> Vec<u8>

Composite layers, apply the pipeline’s default colour matrix, and return the result as interleaved RGBA bytes.

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pub fn render_with_matrix( &self, layers: &mut [Layer], matrix: &ColorMatrix, ) -> Vec<u8>

Composite layers, apply matrix, and return RGBA bytes.

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