Expand description
Render Graph — declarative, dependency-ordered GPU pass scheduling.
The render graph describes the full frame as a directed acyclic graph (DAG) of render passes, each consuming and producing named resources (textures, render targets, buffers). The graph compiler topologically sorts passes, deduces resource lifetimes, inserts memory barriers, and drives execution.
§Key Types
RenderGraph— builder: declare passes and resourcesCompiledGraph— sorted, barrier-annotated execution planPassBuilder— fluent API for declaring a single passResourceDesc— describes a texture or buffer resourceRenderPass— one node in the graphPassKind— Graphics, Compute, or TransferResourceAccess— read / write access modeBarrier— memory / layout transition between passes
Structs§
- Barrier
- A memory / image-layout barrier between two passes.
- Compile
Stats - Compiled
Graph - The output of graph compilation: passes in execution order with barriers.
- Compiled
Pass - A pass in the compiled execution order, with pre-computed barriers.
- Pass
Builder - Fluent builder for a single render pass.
- Render
Graph - Builder for a frame’s render graph.
- Render
Pass - A single node in the render graph.
- Resource
Desc - Description of a render graph texture resource.
Enums§
- Graph
Error - Pass
Kind - What kind of work a render pass performs.
- Resource
Access - How a pass accesses a resource.
- Resource
Size - Size of a render graph resource, possibly relative to the output framebuffer.
- Texture
Format - Format of a texture resource.
Functions§
- standard_
frame_ graph - Build the standard proof-engine frame render graph.