ReadonlynameHuman-readable identifier used in graph node labels and error messages.
StaticcreateInsert the pass into graph for one frame. Implementations call
graph.addPass(name, type, b => { ... }) exactly once and use the
supplied PassBuilder to declare reads, writes, transient
resources, and the execute callback.
Graph being built this frame.
Pass-specific dependency record (handles, scene data, etc.).
Pass-specific output record (typically a set of handles downstream passes will consume).
Release every long-lived GPU resource owned by the pass (pipelines, persistent uniform buffers, samplers, BGLs). Called by the factory or application during teardown. Default implementation is a no-op.
Geometry pass for skinned (animated) meshes (render-graph version).
Performs GPU skinning in the vertex shader from per-mesh joint matrices, then loads + writes albedo/normal/depth on top of the existing GBuffer. Pipelines are cached per
material.shaderId.