Taos API Reference
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    Class PhysicalResourceCache

    Pool of GPU textures and buffers keyed by descriptor. Survives graph compile/execute cycles so transient virtual resources can be backed by the same physical objects across frames without recreation, and so that persistent resources (shadow maps, TAA history, IBL data) live across graph rebuilds.

    Pooling here is a straight free-list per descriptor hash. Lifetime-overlap memory aliasing is intentionally out of scope for the first cut.

    Index

    Constructors

    Methods

    • Get-or-create a bind group, cached by layout + entries. Subsequent calls with the same layout and identical GPU resources return the same object. The label in the descriptor is ignored for caching but forwarded to the first creation for debugging.

      Parameters

      • descriptor: GPUBindGroupDescriptor

      Returns GPUBindGroup