Adding basic memory resource
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@@ -185,7 +185,7 @@ void DepthCullingPass::render() {
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets),
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&offsets);
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if (graphics->supportMeshShading()) {
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command->drawMesh(vertexData->getNumInstances(), 1, 1);
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command->drawMesh((uint32)vertexData->getNumInstances(), 1, 1);
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} else {
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const auto& materials = vertexData->getMaterialData();
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for (const auto& materialData : materials) {
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