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DiskShaderCache

Struct DiskShaderCache 

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

Disk-persistent GPU shader cache.

Each entry is stored as two files in cache_dir:

  • <key>.shd – the raw bytecode blob.
  • <key>.meta – a single-line text file: <source_hash> <backend> <feature_flags> <unix_secs_since_epoch>.

The cache directory is created automatically on first use.

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impl DiskShaderCache

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pub fn open(cache_dir: impl AsRef<Path>) -> Result<Self, DiskCacheError>

Open (or create) a disk shader cache rooted at cache_dir.

The directory is created if it does not already exist.

§Errors

Returns a DiskCacheError if the directory cannot be created.

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pub fn get(&mut self, version: &ShaderVersion) -> Option<Vec<u8>>

Look up a shader by its ShaderVersion.

Returns Some(bytecode) if both .shd and .meta files exist and the metadata matches the requested version. Returns None on any mismatch or I/O error.

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pub fn put(&mut self, shader: &CompiledShader)

Store a compiled shader on disk.

On any I/O error the error is recorded in statistics but is not propagated — the in-memory cache remains the source of truth.

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pub fn invalidate_backend(&mut self, backend: &str)

Invalidate (delete) all entries for a specific backend.

Errors during directory listing or file deletion are silently ignored.

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pub fn clear(&mut self)

Remove all cached entries from disk.

Errors during directory listing or file deletion are silently ignored.

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pub fn stats(&self) -> &DiskCacheStats

Returns a snapshot of the accumulated disk-cache statistics.

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