Runtime Execution
The runtime executes a compiled graph for one frame.
It is a deterministic execution engine, not a scheduler.
Responsibilities
- Execute nodes in topologically sorted order
- Bind resources
- Dispatch shader programs
- Produce output textures
Execution Model
Each call:
- Accepts
FrameCtx - Reads
NodeProps - Executes compiled plan
- Returns outputs
No implicit time accumulation occurs.
Resource Management
- Lazy shader compilation
- Per-node resource caching
- Texture reuse across frames
Threading Model
Requires active GL context on calling thread.
No internal multithreading is performed.
Error Model
Execution may fail due to:
- Shader compile/link errors
- Missing inputs
- Invalid output configuration
Errors are returned immediately.