AdvancedVertex offset added to each index
The batch key every instance of the command shares: its pipeline id times 2^32 plus its geometry uid
Surviving instances when CPU-visible; null when the count only exists in a GPU-written buffer
How drawnInstanceCount was obtained: an exact CPU count, a CPU rerun of the GPU cull, or not at
all without a GPU readback
Triangles actually drawn; null for non-triangle topologies or when the drawn instance count is unknown
Offset into the index buffer
First instance slot covered by the command
How the command binds materials: 'direct' binds one material's own group, 'merged' one
group for every material of a texture set, each instance reading its own row, and
'no-material' none, for a pass with a shader of its own
Uids of the distinct geometries behind the command
Position within the pass's command list
Indices drawn per instance
Uids of the distinct materials behind the command
Uid of the shared render geometry the command binds; null when it has none
Original instances assigned to this command by the batcher
Meshes covered by the command's original instance range, before culling compacts survivors
Triangles the command would draw with no culling; null for non-triangle topologies
Ids of the distinct textures sampled by the command
Primitive topology of the command
One retained draw command within a batch pass