I have a compute shader that currently does something for a single vertex buffer of a static-mesh. But I need to do this for a list of static-meshes, which at the start of the game would contain all the meshes in the world ( one time operation ).
Is running a dispatch for each individual mesh appropriate? Each dispatch reuses the VertexBufferRHI so it does not have copy any data to the GPU. And batching the meshes seems difficult because then we would need to combine multiple buffers which defeats the purpose of reusing the existing buffers.