Expand description
Automatic resource management for the render graph.
Provides resource descriptors, transient/imported resources, pooling with frame-based lifetime tracking, resource aliasing, versioning for read-after-write hazard detection, and memory budget estimation.
Structs§
- Dangling
Resource - A resource that is improperly connected.
- Imported
Resource - An externally-managed resource brought into the render graph.
- Memory
Budget - Memory budget estimate.
- Physical
Resource - Runtime state of a concrete GPU allocation.
- Pool
Frame Stats - Per-frame resource pool statistics.
- Resource
Descriptor - Full description of a GPU resource.
- Resource
Handle - Opaque handle to a resource in the graph.
- Resource
Pool - Manages physical resources with frame-based lifetime tracking. Reuses allocations between frames when descriptors match.
- Resource
Table - Bookkeeping structure used while constructing a render graph. Maps logical resource names to handles and descriptors.
- Resource
Table Entry - Resource
Version Chain - Tracks all versions of a single logical resource within one frame, enabling read-after-write hazard detection.
- Transient
Resource - A transient resource that is created at first use and destroyed after last
use within a single frame. This is a convenience wrapper; the actual
lifetime management is performed by
ResourcePool.
Enums§
- Dangling
Kind - Resource
Lifetime - Whether a resource is managed by the graph or externally.
- Size
Policy - Description of the dimensions / scale of a texture.
- Texture
Format - Pixel / data format for textures and buffers.
- Usage
Flags - How a resource can be bound in a pass.