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* For draws where some fragments discard, D3D12 & Vulkan currently can't distinguish which specific fragments did and didn't discard because they're processed batched in separate callbacks rather than incrementally like D3D11 & GL which can track a discarded offset by doing one stencil count at a time. This means we can't get primitive information or ordering, we only get a list of the passing fragments and a set of failing fragments. * Note that on all APIs we also can't distinguish when instancing is present, because there could be multiple "identical" primitives from different primitives, some of which discard and some don't.