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ProjectionRegistry

Struct ProjectionRegistry 

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

Engine-wide CPU→GPU mesh + material upload service.

Registered into ServiceRegistry during bootstrap. sync_all() is called once per frame in EngineCore::tick_with_services() before the scheduler runs agents.

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impl ProjectionRegistry

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pub fn new(store: AssetStore) -> Self

Creates a new ProjectionRegistry backed by the shared AssetStore.

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pub fn sync_all(&self, world: &mut World, device: &dyn GraphicsDevice)

Uploads any newly loaded CPU meshes to the GPU and tags their ECS entities.

For each entity that has HandleComponent<Mesh> but not yet HandleComponent<GpuMesh>:

  1. Checks whether the UUID is already in GpuCache (shared across agents).
  2. If not, uploads vertex + index buffers via device.
  3. Inserts the result into GpuCache.
  4. Adds HandleComponent<GpuMesh> to the entity so subsequent frames skip it.

This method is idempotent and safe to call every frame.

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pub fn sync_materials( &self, world: &mut World, device: &dyn GraphicsDevice, pipeline_system: &dyn PipelineSystem, )

Uploads any newly-needed materials to the GPU and tags their ECS entities with a HandleComponent<GpuMaterial>.

Runs once per frame in TickPhase::PreExtract, after sync_all (so every rendered entity already has a HandleComponent<GpuMesh>) and before RenderFlow projects the world. Idempotent: entities already carrying a HandleComponent<GpuMaterial> are skipped.

Only entities with a resolved HandleComponent<Box<dyn Material>> are projected. Each material’s [ShaderVariantKey] is exactly the maps it declares; the group-2 bind group is built against the matching pipeline_system.layout(device, LayoutKey::Material, &variant) — the SAME layout the lit pipeline binds for that variant. There is no fallback: a mesh entity without any material reference is logged and skipped, and a material referencing a texture absent from Assets<CpuTexture> is deferred (a missing decode is logged once it has clearly stalled — see [MaterialProjector::resolve_texture]).

This call performs no asset loading — the Assets<CpuTexture> sub-store is populated by the SDK layer that owns the AssetService.

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impl Clone for ProjectionRegistry

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fn clone(&self) -> ProjectionRegistry

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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