Rendering vocabulary

Several renderer names describe different layers. This glossary separates those meanings before following execution paths.

Term Meaning in this implementation
Rendering method Scene rendering policy: Forward+, Mobile, Compatibility, or dummy
Rendering driver Graphics implementation selected by name, such as vulkan, d3d12, metal, or opengl3
Display server Platform window/display integration; creates graphics contexts and surfaces
Compositor Internal RendererCompositor implementation that supplies renderer components and frame hooks
Compositor effect Scene resource that registers callbacks at supported scene-render stages; distinct from RendererCompositor
Canvas Retained 2D item hierarchy and drawing commands
Scenario Server-side 3D world containing instances and spatial indexes
Instance Placement and visibility state for a resource such as a mesh, light, or particle system
Storage Component that owns renderer resource records and their GPU representations
Render target Output resource managed by texture storage, used by a viewport or external output
Render scene buffers Per-output intermediate images and method-specific data for 3D rendering
RID Opaque identifier looked up by an owning subsystem; it does not imply object reference counting
Native handle Graphics API object identity exposed for interoperation; its lifetime follows the API and owning component
Draw list RD recording scope for graphics commands
Compute list RD recording scope for compute dispatches
Command graph RD's recorded command/resource dependency structure
Uniform set Collection of shader bindings for one set index; maps to backend descriptors or arguments
Pipeline Shader stages plus compatible fixed graphics state, or a compute program configuration
Pass Context-dependent: a semantic scene stage, an RD draw list, or a native render-pass/subpass concept
Barrier Ordering and visibility operation between resource uses; its implementation depends on the backend
Resolve Conversion of multisampled data to a single sample per pixel
Frames in flight Submitted frames whose GPU work can still reference resources
Dirty state Cached state that must be rebuilt after a resource or relationship changes

Aliases and historical names

RS abbreviates RenderingServer; RD abbreviates RenderingDevice. RDD and RDG abbreviate the driver and device graph. RSG abbreviates RenderingServerGlobals. These names refer to different contracts even when they all appear in one function.

RasterizerGLES3 and RasterizerDummy implement RendererCompositor. Forward+ appears in source as RenderForwardClustered; Mobile appears as RenderForwardMobile. The renderer_rd directory contains the renderers above RD, not the Vulkan driver.

The word wrapper needs a qualifier. A resource wrapper can preserve scene ownership, a dispatch wrapper can move work to another thread, a binding wrapper can adapt parameter types, and a native wrapper can preserve GPU state and lifetime. Their names alone do not tell whether a call can bypass them.

Continue with architecture or the concrete wrapper chains.

Source: core classes, native driver classes, and resource/device contracts.

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