How can I access the size of a Compute Shader's local work group from the CPU?

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Given a compute shader where I have set the local size of each dimension to the values x, y and z, is there any way for me to access that information from the c++ code? ie,

//Pseudo Code c++
int size[3]
x = get local sizes from linked compute shader
print(x);

//GLSL Code
layout (local_size_x = a number, local_size_y = a number, local_size_z = a number) in;
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