Renderer execution source map
These source entry points support the architecture pages. Their revision and review date appear once in the baseline. The refresh tool relocates symbols when line numbers change.
Startup and dispatch
- Engine renderer selection
- Main::setup2
- Main loop render synchronization
- RenderingServerDefault:: init
- RenderingServerDefault:: draw
- RenderingServerDefault::init
- RenderingServerDefault::sync
- RenderingServerDefault:: finish
- Texture dispatch wrappers
- Server threading macros
- Renderer globals
- Compositor construction and method selection
- Dummy compositor
Viewports and scenes
- Viewport drawing and consumer tracking
- Viewport sorting
- Viewport composition
- Canvas command retention
- Canvas culling and dispatch
- RD canvas execution
- Camera and scene culling
- Scene preparation and render handoff
- Dirty instance dependency updates
- Shared RD scene setup
- Forward+ pass orchestration
- Mobile pass orchestration
- GLES3 pass orchestration
Resources and device
- Storage dependency tracking
- RD texture storage
- RD texture deletion
- Render scene buffers
- RenderingDevice initialization
- RenderingDevice texture creation
- RenderingDevice uniform validation
- RenderingDevice resource deletion
- Frame resource retirement
- Device submission and presentation
- Local device submission
- Device command graph
- Context contract
- Driver contract
Shaders and effects
- Shader preprocessing
- Shader language
- Shader compiler
- RD shader template and variants
- Shader containers
- Generated shader wrapper builder
- Uniform set cache
- Pipeline background compilation
- Post processing and tone mapping
- Compositor callback execution
- Particle simulation
- Shader container reflection and native code
- Cluster construction
- RD storage dirty-resource order
- MetalFX graph callback and native encoding
- RenderingServer deprecated adapters
- RenderingDevice deprecated adapters
- RD render buffer deprecated adapters