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dispatchmesh-grid-too-small-for-wave

Status: stub. The full-length analysis is queued for a v1.0.x patch release per ADR 0018, section 5, criterion #6. The companion rule page at docs/rules/dispatchmesh-grid-too-small-for-wave.md contains the canonical detection logic + GPU reasoning.

TL;DR

Dispatching less than one wave wastes the entire dispatch: the lanes beyond the grid still consume a full wave slot on every IHV. RDNA 2/3/4 wave32 has 32 lanes; Turing+ always 32. AMD's RDNA Performance Guide flags sub-wave-sized dispatches as a measurable foot-gun for amplification shaders (mesh-shading frontend) where workload sizing is often handcoded.

What the rule fires on

A DispatchMesh(x, y, z) call where all three arguments are integer literals and x * y * z < expected_wave_size_for_target.

See the What it detects section of the rule page for the full pattern definition.

Why it matters

The full GPU-mechanism analysis lives in the Why it matters on a GPU section of the companion rule page.

Examples

The bad / good code snippets are kept canonical on the rule page; see dispatchmesh-grid-too-small-for-wave.md -> Examples.

See also


This is a v1.0-ship stub. Full analysis pending; track issue link TBD.

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