- Culling pass
- The compute pass that builds the frame's draw from the Instances, in two phases, in slot order.
- Frame's draw
- Packed indices, their Meshlet records, and the indirect arguments and counts in
FrameDraw.
- Indirect draw
- A draw whose arguments the GPU reads from a buffer when it runs.
- Instance
- One Renderable's data on the GPU, in its slot of the Instance buffer.
- Slot
- An index into the Instance buffer, kept while a Renderable is one; a freed one is taken again from the next frame.
- Meshlet
- A small group of one Primitive's triangles: at most 64 vertices and 124 triangles.
- Meshlet record
- An Instance's slot, a Meshlet and the Material ID to draw it with.
- Packed index
- A record's number in the high 26 bits, a vertex of its Meshlet in the low six.
- NO_MESH, NOT_DRAWN
- A freed slot's Mesh reference; the offsets of a slot a phase does not draw.
- Exclusive scan
- For each element, the sum of every element before it: where each Instance's Meshlets start.
- Implicit derivatives
- Rates of change between neighbouring pixels, from 2×2 quads, that pick a mip level.
- Clip space
- Positions before the divide by w; the frustum is −w ≤ x, y ≤ w and z ≤ w.
- View frustum
- Inside four side planes and beyond the near plane; Praxis's has no far plane.
- Reverse-Z
- Depth 1 at the near plane, falling to 0 at infinity; nearer is greater.
- Conservative
- Never culling an Instance that would show.
- Render switches
- The variants a Renderer is created with and keeps; the first,
culling, is on by default.
- Override constant
- A WGSL constant a pipeline fixes at creation, so a switch costs no branch.
- Visibility bit
- One bit per slot, set by phase two where the Instance was visible, read by the next phase one.
- Phase one, phase two
- The culling pass's runs before and after the depth pyramid.
- Depth pyramid
- ADR 0019's Hi-Z pyramid: each texel the farthest depth beneath it.
- Depth pre-pass, lit pass
- The main pass's first and last render passes: depth only, then shading at depth equal.
- Frame data
- What the renderer consumes each frame in place of the ECS World; it lists no draws.
- Frame stats
- What one frame cost, measured by the engine, among it the Instances drawn.
- Golden
- A committed image that a Reference scene must reproduce within tolerance.
- Capability floor
- The GPU features and limits the engine requires to start.