I observed that in the source code, the number of instances corresponding to each `MeshIndex` is counted per frame for each mesh in `GetDynamicMeshElements` . This seems quite inefficient. Why not perform the counting during `Swap ParticleBuffer` (i.e., during the Spawn and Kill phases)?
If the indirect drawing parameters are created every frame, then using a GPU buffer to store the statistics would be meaningless, wouldn't it?
I feel that when the number of meshes changes, all the corresponding indirect drawing parameters should be created at once, and the instantiation count should be updated during the Swap phase to avoid frequently transferring data to the GPU.