Expand description
Unified, engine-wide GPU/asset resource store.
AssetStore is the single home for every projected asset cache —
Assets<GpuMesh>, Assets<GpuMaterial>, Assets<CpuTexture>, and any
future type. It replaces the per-type named wrappers (GpuCache,
GpuMaterialCache, CpuTextureCache) that each existed only to get a
distinct TypeId in the runtime resource registry.
It is the Data side of CLAD: a store of resources projected from the
ECS, consumed by the render descent. One AssetStore is created at
bootstrap, registered into runtime.resources, and shared (cheap Arc
clone) by the projection and every consumer. Adding a new asset type
needs zero new wiring: store.store::<T>() lazily creates the typed
sub-store on first access.
Structs§
- Asset
Store - Shared, type-erased registry of
Assets<T>sub-stores keyed byTypeId.