I work in the game industry but not on graphics, although I have OpenGl knowledge and have implemented quite a few techniques with it in the past (PBR, Cascaded shadow mapping, etc). Books and resources tend to teach or an API or different graphics techniques, which is pretty cool, but I usually struggle with the renderer architecture especially as soon as it starts growing. Hence, I was wondering if any of you guys are familiar with any book/resource that shows how to organize the whole thingy into render passes, or whatever it is used. I am not familiar with Vulkan or DirectX12 and I am not really interested in learning those, but it might help to do so for this purpose?