MeshPass
MeshPass is a CPU-side collection pass that runs before geometry rasterization. It traverses the scene, gathers visible mesh entities, builds draw command lists, and writes them into shared logical buffers consumed by downstream passes such as GeometryPass and DebugPass.
Render Graph Role
| Attribute | Value |
|---|---|
| Group | Geometry |
| Reads | - |
| Writes | mesh_context, mesh_collector_storage |
| Cullable | No (non-cullable) |
MeshPass is marked non-cullable because its output buffers have no single downstream consumer - multiple passes read from them, and culling would silently break the pipeline.
mesh_context
mesh_context is a logical buffer containing the resolved per-entity draw state:
- Resolved
Modelhandle - Resolved
Shaderhandle TransformComponentworld matrixMaterialComponentsnapshot
mesh_collector_storage
mesh_collector_storage holds auxiliary per-draw data such as bounding volumes and instance indices, used by DebugPass and PostProcessPass for screen-space effects and culling feedback.
Visibility Culling
MeshPass performs frustum culling against the active camera before submitting entities to the buffers. Entities outside the view frustum are excluded and will not appear in downstream draw calls.