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Lightweight DAG of render passes with: - RenderPass base class (inputs/outputs/requires declarations) - RenderGraph container with topological sort and cycle detection - Buffer lifetime analysis for GPU memory reuse - Capability-gated pass skipping with fallback wiring - Validation for missing inputs and dependency errors
API reference for BufferDesc, RenderPass, RenderGraph, CompiledGraph. User guide section with worked example showing capability gating and fallbacks.
CPU-only demo showing custom passes, capability gating, fallback wiring, and the full compile-then-execute workflow.
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Closes #73
Summary
Render graph framework for #73 (Phase 2 roadmap). Lets you define render pipelines as a DAG of passes instead of managing buffer dependencies and execution order by hand in
render().What's included
RenderPassbase class — typed buffer inputs/outputs per pass, optional capability requirementsRenderGraphcontainer — pass registration, fallback wiring, compile-to-executeoptix_denoiser); graph skips unavailable ones and wires fallbacksNot included (follow-up)
Concrete pass extractions (GBuffer, Shadow, AO, Denoise, Tonemap, Composite wrapping existing CUDA kernels) are deferred. This PR is the framework they'll plug into.
render()and_update_frame()are unchanged.Test plan