A LRU texture cache for caching many small textures in a single big texture, which is stored in GPU. This is used to cache textures that are rendered at runtime and change constantly, like glyph text rendering.
This is basically a generic implementation of glyphbrushdraw_cache, excluding the rendering part and letting you to hook your own rendering.
Create a LruTextureCache
and add rects by passing mutable slice of
RectEntry
to the method cache_rects
. A stored Rect
can be queried from
the cache by passing it key
to the method get_rect
. Rect
and RectEntry
can contain arbitrary data that could be useful for rendering from/to the
texture cache.
After passing the slice to cache_rects
, it will be reorder so that it start
with every rect that was added to the cache.
```rust use texture_cache::{LruTextureCache, RectEntry};
let mut rects = vec![RectEntry { width: 20, height: 20, key: "myrect", value: (), entrydata: ()}]; let mut cache = LruTextureCache::new(256, 256); let result = cache.cache_rects(&mut rects)?;
for rect in rects[0..result.len()] { let cachedrect = cache.getrect(&rect.key); // Draw the rect to the texture cache... } ```
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