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BatchFrame

Struct BatchFrame 

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pub struct BatchFrame { /* private fields */ }
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One view’s worth of atlas draws: the sprite rows for this frame plus the shared atlas uploads. Each scene node owns its frame, so several views can batch from one atlas without sharing (and clobbering) one batch; the pixel data itself rides an Arc and is never cloned.

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impl BatchFrame

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pub fn new(batch: SpriteBatch, uploads: Arc<[AtlasUpload]>) -> BatchFrame

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pub fn node(self, rect: Rect) -> SceneNode

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impl WgpuCallback for BatchFrame

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fn resource_key(&self) -> Option<&str>

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fn prepare( &self, device: &Device, queue: &Queue, encoder: &mut CommandEncoder, screen: &ScreenDescriptor, resources: &mut CallbackResources, ) -> Vec<CommandBuffer>

Called before the main repose render pass, with access to device/queue/encoder for buffer uploads. Can return extra command buffers to be submitted.
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fn paint( &self, _info: PaintCallbackInfo, rpass: &mut CallbackRenderPass<'_, '_>, resources: &CallbackResources, )

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fn resource_type_id(&self) -> TypeId

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fn finish_prepare( &self, _device: &Device, _queue: &Queue, _encoder: &mut CommandEncoder, _screen_descriptor: &ScreenDescriptor, _resources: &mut CallbackResources, ) -> Vec<CommandBuffer>

Called after all prepare calls, before paint. For cross-callback sync.

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