Hi all,

I'm trying to implement a Qt3D FrameGraph (QML) that allows for one-shot 
dispatch of a compute shader.
My current approach is to add a ComputeCommand component to my ComputeEntity 
whenever I want the dispatch to happen.
When the compute task is done (i.e. in the next frame) I want to remove the 
ComputeCommand component again, so that the shader is no longer invoked.

Is that approach reasonable?
And is there a signal that is triggered whenever a frame is completed (so that 
I can remove the ComputeCommand)?

Many thanks!
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