ReadonlynameHuman-readable identifier used in graph node labels and error messages.
The resolved persistent GPU buffer holding the current exposure value
(float at offset 0), or null before the pass has executed once. The
buffer has COPY_SRC usage, so callers can copy it into a mappable staging
buffer to read the adapting exposure back on the CPU (debug / HUD readout).
Valid in both adaptive and fixed modes.
Override the exposure value used both for the initial buffer state and
for the value written each frame when enabled is false. Pass a sensible
fixed exposure (e.g. 0.1 for a bright outdoor scene) when locking the
tonemap to a constant value.
StaticcreateUpdate auto-exposure settings. Delta time is read from RenderContext.deltaTime.
Insert the pass into graph for one frame. Implementations call
graph.addPass(name, type, b => { ... }) exactly once and use the
supplied PassBuilder to declare reads, writes, transient
resources, and the execute callback.
Graph being built this frame.
Pass-specific dependency record (handles, scene data, etc.).
Pass-specific output record (typically a set of handles downstream passes will consume).
Release every long-lived GPU resource owned by the pass (pipelines, persistent uniform buffers, samplers, BGLs). Called by the factory or application during teardown. Default implementation is a no-op.
Auto-exposure compute pass (render-graph version).
Two compute dispatches per frame: build a 64-bin luminance histogram of the HDR scene, then reduce + temporally smooth into a 1-float exposure value. The exposure buffer is persistent so downstream passes (composite) can read it via a stable handle.