Steps to reproduce:
1. Open the attached user's project "Compute Woes.zip"
2. Make sure that the Graphics API is set to D3D11
3. Open the "SampleScene.unity" and watch for red messages in the console
4. If you don't see any red messages, make sure the scene view is open and visible, and restart the Editor
Expected results: D3D11 Compute shader dispatch is synchronous when running in the Editor
Actual results: D3D11 Compute shader dispatch isn't synchronous when running in the Editor
Reproducible with: 2021.3.43f1, 2022.3.43f1, 6000.0.16f1
Testing Environment: Windows 11 23H2
Not reproducible on: Windows 10
Notes:
-Issue does not reproduce with D3D12 or OpenGL
-According to the user, steps that make the bug disappear:
*Dispatching an empty compute shader kernel after the real dispatch
*Attaching nvidia nsight
*Storing _BoxAction in a compute buffer instead of an int property
*Instantiating the compute shader, using different instances for the apply case, and another for the preview case