@pmndrs/bvh
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    Interface GpuTreeBuilds

    What FirstTreeBuilder.build started.

    interface GpuTreeBuilds {
        batches: readonly Promise<GpuTreeBatchResult>[];
        buildingBytes: number;
        notBuilt: readonly GpuRefusedTree[];
        readsGeometryLater?: ReadonlySet<number>;
    }
    Index
    batches: readonly Promise<GpuTreeBatchResult>[]

    One promise per batch, in order. They never reject: a failed batch reports its meshes as refused.

    buildingBytes: number

    GPU bytes the batches hold while they build (inputs, scratch, outputs), until their outputs are claimed (GpuTreeOutputs.claim) or freed. Read it again as batches finish: a capped build's changes batch by batch (the shared pool is counted once, by the build whose batch has it).

    notBuilt: readonly GpuRefusedTree[]

    Meshes too big for any batch on this device (or for H-PLOC): they wait for tinybvh.

    readsGeometryLater?: ReadonlySet<number>

    Slots whose geometry is read after build returns (a capped build's batches that wait in the queue upload theirs when they start): their arrays must not be moved into a worker before then.