When working with mesh shaders to draw meshes, you need to split your source geometry into individual units called meshlets. Each meshlet would be processed by one mesh shader workgroup, and when compiling this mesh shader you need to specify the maximum number of triangles and vertices that the meshlet contains. These numbers are subject to some hardware limits. On current drivers, AMD, Intel and NVidia expose limits of 256 triangles and 256 vertices through EXT_mesh_shader Vulkan extension,...| zeux.io
When working on vertex compressor for meshoptimizer in 2018, one of the goals was to make a bitstream that can be decompressed using (short) SIMD vector operations. This led to a host of design decisions in terms of how the data is structured, and some challenges when mapping the decoder flow onto various SIMD architectures. The most significant issue has to do with implementing an operation that often doesn’t have a straightforward implementation: byte expansion.| zeux.io