What problem does it solve?
Frame assembly becomes error-prone when you need multiple GPU render passes, correct attachment lifetimes, MSAA resolves, and consistent load/store behavior while keeping the renderer maintainable.
Core Features & Use Cases
- Functional multi-pass frame builder: Compose passes with a chainable API that wires attachments and pass execution together.
- Attachment allocation and reuse: Allocate transient color/depth textures from the frame pool, including MSAA sample counts and size transforms.
- Correct GPU render semantics: Select per-attachment load/store operations, handle MSAA resolves, and support conditional pass content.
- Pass content orchestration: Use
.by() and .by_if() to render one or many draw units inside each pass, including fullscreen quad post-processing.
Quick Start
Use the frame-pass-assemble skill to build a three-pass pipeline that renders a 4x MSAA scene into an offscreen attachment, resolves it into a single-sample texture, and then post-processes it into your final render target.