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.


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