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Rendering · guide

Scheduling a frame onto two queues

What `PassKind` means now that something reads it — how the render graph cuts a frame into per-queue segments, why a resource has to be handed between queues rather than merely barriered, why two queues that only want to read one texture need `ResourceSharing.Concurrent` to stop taking turns, how a submission waits for another queue by value rather than by draining it, and which of this engine's passes came out of the audit able to leave the graphics queue.

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  • A pass that reads the frame so far — Two ways for a pass to consume its own output — a snapshot of a target inside one frame, and a pair of targets alternating across them — and why both are resources the render graph owns rather than barriers somebody remembers.
  • Timing the frame on the GPU — The render graph brackets every pass it runs with a named scope, so a document that adds a node gets a bar in the timeline without anybody opting in — and an optional sink is what keeps that free when nobody is measuring.
  • Choosing a frame — The two-audience story — start with the Standard Frame's knobs, explode the document when you need surgery, and hand-author only when the frame itself is the subject.