In a GPU-driven renderer, "work expansion" is a commonly occurring problem. "Work Expansion" means that a single item of work spawns N following work items. Typically one work item will be executed by one shader thread/invocation.
An example for work expansion is gpu driven meshlet culling following mesh culling.
In this example a "work item" is culling a mesh, where each mesh cull work item
spawns N following meshlet cull work items
.
There are many diverse cases of this problem and many solutions. Some are trivial to solve, for example, when N (how many work items are spawned) is fixed.