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,...