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Propagate subgroup size properly when recreating graphics pipelines
* Also add an additional indicator in the pipeline state view.
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@@ -611,6 +611,9 @@ struct Shader
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DOCUMENT("The number of bytes in the push constant data that is visible to this shader.");
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uint32_t pushConstantRangeByteSize = 0;
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DOCUMENT("The required subgroup size specified for this shader at pipeline creation time.");
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uint32_t requiredSubgroupSize = 0;
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DOCUMENT(R"(The provided specialization constant data. Shader constants store the byte offset into
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this buffer as their byteOffset. This data includes the applied specialization constants over the
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top of the default values, so it is safe to read any constant from here and get the correct current
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