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Surface/cluster: uint[] view mask. Main view, portal views, and shadow maps are all views. ~267 max views with 256 shadowmap tiles.
- Cull surfaces: frustum (per view), occlusion (visbuffer depth, maybe for shadowmaps too?), stream compact clusters.
- Generate indirect args for cluster culling.
- Cluster culling: frustum/occlusion same as surfaces (skip for animated geometry for now?). Add triangle totals to each non-culled view.
- Generate indirect args for triangle culling, set memory offsets for index buffers for each view based on max triangles for each one.
- Triangle culling: backface, frustum/occlusion same as surfaces. Write index for each non-culled view based on the memory offsets and an atomic for the currently written indices.
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