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MaterialManager

Struct MaterialManager 

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pub struct MaterialManager {
    pub max_frames_not_used: usize,
    /* private fields */
}
Expand description

Manages compiled GPU materials (shaders), caching them by fragment source.

Equivalent to TextureManager but for materials. The renderer creates and uses this to avoid recompiling shaders every frame.

Also holds a runtime shader storage (name → source) for [ShaderAsset::Stored] shaders. Update stored sources with set_source; the old compiled material is evicted automatically when the source changes.

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§max_frames_not_used: usize

How many frames a material can go unused before being evicted.

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impl MaterialManager

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pub fn new() -> Self

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pub fn get_or_create(&mut self, config: &ShaderConfig) -> &Material

Get or create a material for the given shader config. The material is cached by fragment source string.

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pub fn clean(&mut self)

Evict materials that haven’t been used recently.

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pub fn set_source(&mut self, name: &str, fragment: &str)

Store or update a named shader source.

If the source changed compared to the previously stored value, the old compiled material is evicted from the cache so the next render pass recompiles automatically. No-ops if the source is unchanged.

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pub fn get_source(&self, name: &str) -> Option<&str>

Look up a stored shader source by name.

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