Basic meshlet generation algorithm
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@@ -167,6 +167,10 @@ static constexpr bool useAsyncCompute = true;
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static constexpr bool waitIdleOnSubmit = true;
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static constexpr bool useMeshShading = true;
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static constexpr uint32 numFramesBuffered = 8;
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// meshlet dimensions curated by NVIDIA
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static constexpr uint32 numVerticesPerMeshlet = 64;
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static constexpr uint32 numPrimitivesPerMeshlet = 126;
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double getCurrentFrameDelta();
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enum class RenderPassType : uint8
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