How do you generate the indices that point to each render item? I'm assuming you would need to have some way to uniquely identify render items?
If we look at a Light Pre-Pass rendering pipeline, the first stage would require the queue to be sorted by depth and the material stage sorted by material/shader/state BUT both stages utilize the same cull results (unless my understanding is incorrect). How is this handled? We have two different sort orders that use the same set of culled objects.