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autbinding based on one attribute only (Bind on shader or so) and implement all base logic somewhere else
Dispatch "Before" via optional magick methods matching kernel name, dispatch order is just shader kernel order and defaults to kernel threads, use magick methods or attribute to override counts
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autbinding based on one attribute only (Bind on shader or so) and implement all base logic somewhere else
Dispatch "Before" via optional magick methods matching kernel name, dispatch order is just shader kernel order and defaults to kernel threads, use magick methods or attribute to override counts
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