FrameGraph class final
Collects nodes, then works out the frame.
Registration order is meaningful and deliberately so: two nodes that both write one resource — bloom adding to a target the composite also writes — have no dependency between them to derive, and something has to decide. The alternative is a priority number per node, which is the thing this was meant to replace.
It is also where ResourceVersions come from. Each write in registration order produces the next version of a name and each read binds to the version current at that moment, so a chain of passes over one target is a chain of versions and the order falls out of it rather than being special-cased.
Constructors
Properties
Methods
-
addExternal(
ResourceId id) → void - Registers a resource the engine provides rather than a node: the frame's colour target, the scene depth, the swapchain image.
-
addNode(
FrameGraphNode node) → void -
clear(
) → void -
compile(
{required List< ResourceId> outputs}) → CompiledFrameGraph -
Works out which nodes run and in what order to produce
outputs. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited