How to Properly Setup the Streamout Stage in D3D12
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struct Mesh_Data{string mMeshName;string mMeshTextureName;int mVertexCount;vector<RE_VERTEX> mMeshGeometry;ComPtr<ID3D12Resource> Mesh_Vertex_Buffer_GPU;ComPtr<ID3D12Resource> pStreamOutBuffer;UINT VertexByteStride;UINT VertexBufferByteSize;Mesh_Data(){Mesh_Vertex_Buffer_GPU = nullptr;VertexByteStride = 0;VertexBufferByteSize = 0;}void CreateMeshVertexBuffer(ComPtr<ID3D12Device5> inDevice, ComPtr<ID3D12Graphics
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