Acquire a renderer-local persistent target keyed by runtime-owned object identity.
Add one stable pass with frame-retained parameters.
Create a logical transient buffer whose usage is inferred from live passes.
Create a logical transient texture whose usage is inferred from live passes.
Import the current surface or selected RenderTarget output.
Import a RenderTarget owned by the current Renderer.
Import one renderer-owned persistent StorageBuffer into the active graph.
Release one persistent target by runtime-owned key.
Release is committed only after the active frame submits successfully and is rolled back on recording, compilation, preparation, or execution failure. The target cannot be released after it has been acquired by the active frame.
Whether a target was associated with the key.
Narrow, backend-neutral graph surface exposed during RenderPipeline.record().