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Compute.DispatchNow

void DispatchNow(uint groupCountX, uint groupCountY, uint groupCountZ)

Run this compute dispatch synchronously, right now, on the calling thread. Use this for ad-hoc work that doesn’t belong in the per-frame render pipeline (debugging, one-shot tasks, immediate readbacks). For compute work that feeds into later render passes within the same frame, prefer Dispatch, which queues into the pipeline and lets sk_renderer handle ordering and barriers automatically.

   
uint groupCountX Thread groups in X.
uint groupCountY Thread groups in Y.
uint groupCountZ Thread groups in Z.




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