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For indirect dispatch calls with group counts outside the minimums of APIs, should they be clamped or no-op’d? For example, in Vulkan the minimum maxComputeWorkGroupCount is (65535, 65535, 65535). It appears this limit is the same in D3D12 and OpenGL. Clamping would produce some data for users, but will most likely be incorrect data. Regardless, do we want to make a round-trip to the CPU if a debug flag is set, to let users know their call was invalid? This decision could be a smaller one, before we decide how to handle indirect draws (no-op / clamp).
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copyeditingPure editorial stuff (copyediting, *.bs file syntax, etc.)Pure editorial stuff (copyediting, *.bs file syntax, etc.)