fn collect_graphics(
stage: &Stage,
start: NodeId,
exclude: &HashSet<NodeId>,
) -> CollectedGraphicsExpand description
Walk the scene and bucket every primitive a Graphics node
emits, separated into:
- SDF instances (rect / rounded rect / ellipse / line / arc),
- polygon triangles (variable-vertex-count primitives that go
through the dedicated
graphics_polygon.wgslpath).
Both buckets group by blend mode in encounter order so each batch binds its matching pipeline.