Using global meshlet culling list
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@@ -18,7 +18,7 @@ public:
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virtual void bindDescriptor(const Array<Gfx::PDescriptorSet>& sets, Array<uint32> dynamicOffsets = {}) = 0;
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virtual void bindVertexBuffer(const Array<PVertexBuffer>& buffer) = 0;
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virtual void bindIndexBuffer(Gfx::PIndexBuffer indexBuffer) = 0;
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virtual void pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data) = 0;
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virtual void pushConstants(Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data) = 0;
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virtual void draw(uint32 vertexCount, uint32 instanceCount, int32 firstVertex, uint32 firstInstance) = 0;
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virtual void drawIndexed(uint32 indexCount, uint32 instanceCount, int32 firstIndex, uint32 vertexOffset, uint32 firstInstance) = 0;
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virtual void drawMesh(uint32 groupX, uint32 groupY, uint32 groupZ) = 0;
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@@ -34,7 +34,7 @@ public:
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virtual void bindPipeline(Gfx::PComputePipeline pipeline) = 0;
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virtual void bindDescriptor(Gfx::PDescriptorSet set, Array<uint32> dynamicOffsets = {}) = 0;
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virtual void bindDescriptor(const Array<Gfx::PDescriptorSet>& sets, Array<uint32> dynamicOffsets = {}) = 0;
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virtual void pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data) = 0;
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virtual void pushConstants(Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data) = 0;
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virtual void dispatch(uint32 threadX, uint32 threadY, uint32 threadZ) = 0;
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std::string name;
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};
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