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Position-only vertex buffer for shadow map / depth prepass #16156

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@JMS55

Description

What problem does this solve or what need does it fill?

Non-position vertex attributes are not necessary for depth-only views like shadow map views or the depth prepass.

Separating vertex buffers into one for positions only, and one for everything else, may improve cache performance for depth-only view rendering.

We'll have to see if it's worth it.

What solution would you like?

Have one vertex buffer for positions, and a second vertex buffer for everything else.

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    A-RenderingDrawing game state to the screenC-FeatureA new feature, making something new possibleC-PerformanceA change motivated by improving speed, memory usage or compile timesS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!

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