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luma.gl glossary

This glossary gives luma.gl terms one canonical definition. Reference pages link here instead of redefining the same concept differently in every module.

GPU resources and execution

TermMeaning
ResourceA GPU-backed object such as a buffer, texture, sampler, shader, or pipeline. Resources have an explicit owner and lifetime even when another object borrows them.
OwnershipResponsibility for destroying an object. A borrowing renderer may use a resource without owning it.
BindingA connection between a shader-visible name or slot and a buffer, texture, sampler, or other resource.
LayoutThe declared memory or binding structure that lets application data agree with shader inputs.
PipelineCompiled render or compute state: shaders plus fixed configuration such as vertex layouts, attachment formats, and depth or blend state.
PassA group of render or compute commands encoded against compatible attachments and pipeline state.
Command encoderA CPU-side recorder that collects GPU commands before submission.
SubmissionSending a finished command buffer to the GPU queue. Encoding describes work; submission schedules it.
GPU residencyData being available in GPU-accessible memory without requiring a CPU download or re-upload for the next operation.

Scheduling and synchronization

TermMeaning
Data hazardA read/write conflict where one operation depends on data another operation reads or writes. A command graph uses declared accesses to order hazardous operations safely.
DependencyAn ordering relationship between operations. It may follow from resource access or be declared explicitly for a semantic reason.
Indirect workA draw or dispatch whose count or arguments are written into a GPU buffer, allowing GPU results to control later GPU work without CPU readback.
Transient resourceScratch storage whose logical lifetime is limited to part of a compiled workflow and can therefore share physical memory with non-overlapping resources.
AliasingReusing the same physical allocation for distinct logical resources whose live ranges do not overlap. Writable overlap at the same time is rejected.
ReadbackCopying a GPU result into CPU-visible memory. Readback can introduce synchronization and should be limited to small, explicitly requested results.

Engine and shaders

TermMeaning
RedrawA request to produce another frame because view, data, animation, or asynchronous GPU state changed. An unchanged view should remain idle.
Shader moduleReusable WGSL/GLSL source plus its declared dependencies and shader-facing inputs.
Shader hookA named extension point owned and called by base shader source.
InjectionSource inserted at a hook or standard assembly location without copying the complete base shader.
Shader pluginOptional reusable behavior that can contribute modules, defines, vertex inputs, and injections to a model or computation.