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Use 16-bit vertex references for meshlets
Most meshlets reference a short range of vertices which can fit into 16 bits with an offset. Since we already store base vertex per meshlet this can be very easily supported with a conditional load in the shader. This reduces meshlet data from 35 MB to 25 MB on Bistro. After this, 20% of meshlets can still use 1-byte range but the savings are less pronounced so this can be done at some future point separately.
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