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For indirect mesh shaders fetch up-to-date dispatch arguments
* This doesn't work for whole-pass mesh fetch, but and will cause inconsistencies between single draws due to non-determinism, but should avoid crashes.
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@@ -125,6 +125,19 @@ the number of vertices).
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)");
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rdcarray<MeshletSize> meshletSizes;
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DOCUMENT(R"(The size of the dispatch that launched a meshlet based draw.
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Only valid for the task stage if task shaders are used.
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.. note::
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This is present because the dispatch size at the time of the mesh output fetch may not match the
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:data:`ActionDescription.dispatchDimension` due to non-determinism in the capture. Being present
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here allows the replay to process the mesh output validly in itself without seeing a mismatch.
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:type: Tuple[int,int,int]
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)");
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rdcfixedarray<uint32_t, 3> dispatchSize;
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DOCUMENT(R"(The size of each task group's dispatch, for a meshlet based draw.
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Each group of a task shader within a dispatch can itself fill out a payload and dispatch a number
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