wgpu_types/limits.rs
1//! [`Limits`] and downlevel-related types.
2
3use core::cmp::Ordering;
4
5#[cfg(any(feature = "serde", test))]
6use serde::{Deserialize, Serialize};
7
8#[cfg(doc)]
9use crate::{Features, TextureFormat};
10
11/// Invoke a macro for each of the limits.
12///
13/// The supplied macro should take two arguments. The first is a limit name, as
14/// an identifier, typically used to access a member of `struct Limits`. The
15/// second is `Ordering::Less` if valid values are less than the limit (the
16/// common case), or `Ordering::Greater` if valid values are more than the limit
17/// (for limits like alignments, which are minima instead of maxima).
18macro_rules! with_limits {
19 ($macro_name:ident) => {
20 $macro_name!(max_texture_dimension_1d, Ordering::Less);
21 $macro_name!(max_texture_dimension_1d, Ordering::Less);
22 $macro_name!(max_texture_dimension_2d, Ordering::Less);
23 $macro_name!(max_texture_dimension_3d, Ordering::Less);
24 $macro_name!(max_texture_array_layers, Ordering::Less);
25 $macro_name!(max_bind_groups, Ordering::Less);
26 $macro_name!(max_bindings_per_bind_group, Ordering::Less);
27 $macro_name!(
28 max_dynamic_uniform_buffers_per_pipeline_layout,
29 Ordering::Less
30 );
31 $macro_name!(
32 max_dynamic_storage_buffers_per_pipeline_layout,
33 Ordering::Less
34 );
35 $macro_name!(max_sampled_textures_per_shader_stage, Ordering::Less);
36 $macro_name!(max_samplers_per_shader_stage, Ordering::Less);
37 $macro_name!(max_storage_buffers_per_shader_stage, Ordering::Less);
38 $macro_name!(max_storage_textures_per_shader_stage, Ordering::Less);
39 $macro_name!(max_uniform_buffers_per_shader_stage, Ordering::Less);
40 $macro_name!(max_binding_array_elements_per_shader_stage, Ordering::Less);
41 $macro_name!(max_uniform_buffer_binding_size, Ordering::Less);
42 $macro_name!(max_storage_buffer_binding_size, Ordering::Less);
43 $macro_name!(max_vertex_buffers, Ordering::Less);
44 $macro_name!(max_buffer_size, Ordering::Less);
45 $macro_name!(max_vertex_attributes, Ordering::Less);
46 $macro_name!(max_vertex_buffer_array_stride, Ordering::Less);
47 $macro_name!(min_uniform_buffer_offset_alignment, Ordering::Greater);
48 $macro_name!(min_storage_buffer_offset_alignment, Ordering::Greater);
49 $macro_name!(max_inter_stage_shader_components, Ordering::Less);
50 $macro_name!(max_color_attachments, Ordering::Less);
51 $macro_name!(max_color_attachment_bytes_per_sample, Ordering::Less);
52 $macro_name!(max_compute_workgroup_storage_size, Ordering::Less);
53 $macro_name!(max_compute_invocations_per_workgroup, Ordering::Less);
54 $macro_name!(max_compute_workgroup_size_x, Ordering::Less);
55 $macro_name!(max_compute_workgroup_size_y, Ordering::Less);
56 $macro_name!(max_compute_workgroup_size_z, Ordering::Less);
57 $macro_name!(max_compute_workgroups_per_dimension, Ordering::Less);
58
59 $macro_name!(max_immediate_size, Ordering::Less);
60 $macro_name!(max_non_sampler_bindings, Ordering::Less);
61
62 $macro_name!(max_task_mesh_workgroup_total_count, Ordering::Less);
63 $macro_name!(max_task_mesh_workgroups_per_dimension, Ordering::Less);
64 $macro_name!(max_task_invocations_per_workgroup, Ordering::Less);
65 $macro_name!(max_task_invocations_per_dimension, Ordering::Less);
66 $macro_name!(max_mesh_invocations_per_workgroup, Ordering::Less);
67 $macro_name!(max_mesh_invocations_per_dimension, Ordering::Less);
68
69 $macro_name!(max_task_payload_size, Ordering::Less);
70 $macro_name!(max_mesh_output_vertices, Ordering::Less);
71 $macro_name!(max_mesh_output_primitives, Ordering::Less);
72 $macro_name!(max_mesh_output_layers, Ordering::Less);
73 $macro_name!(max_mesh_multiview_view_count, Ordering::Less);
74
75 $macro_name!(max_blas_primitive_count, Ordering::Less);
76 $macro_name!(max_blas_geometry_count, Ordering::Less);
77 $macro_name!(max_tlas_instance_count, Ordering::Less);
78
79 $macro_name!(max_multiview_view_count, Ordering::Less);
80 };
81}
82
83/// Represents the sets of limits an adapter/device supports.
84///
85/// We provide three different defaults.
86/// - [`Limits::downlevel_defaults()`]. This is a set of limits that is guaranteed to work on almost
87/// all backends, including "downlevel" backends such as OpenGL and D3D11, other than WebGL. For
88/// most applications we recommend using these limits, assuming they are high enough for your
89/// application, and you do not intent to support WebGL.
90/// - [`Limits::downlevel_webgl2_defaults()`] This is a set of limits that is lower even than the
91/// [`downlevel_defaults()`], configured to be low enough to support running in the browser using
92/// WebGL2.
93/// - [`Limits::default()`]. This is the set of limits that is guaranteed to work on all modern
94/// backends and is guaranteed to be supported by WebGPU. Applications needing more modern
95/// features can use this as a reasonable set of limits if they are targeting only desktop and
96/// modern mobile devices.
97///
98/// We recommend starting with the most restrictive limits you can and manually increasing the
99/// limits you need boosted. This will let you stay running on all hardware that supports the limits
100/// you need.
101///
102/// Limits "better" than the default must be supported by the adapter and requested when requesting
103/// a device. If limits "better" than the adapter supports are requested, requesting a device will
104/// panic. Once a device is requested, you may only use resources up to the limits requested _even_
105/// if the adapter supports "better" limits.
106///
107/// Requesting limits that are "better" than you need may cause performance to decrease because the
108/// implementation needs to support more than is needed. You should ideally only request exactly
109/// what you need.
110///
111/// Corresponds to [WebGPU `GPUSupportedLimits`](
112/// https://gpuweb.github.io/gpuweb/#gpusupportedlimits).
113///
114/// [`downlevel_defaults()`]: Limits::downlevel_defaults
115#[repr(C)]
116#[derive(Clone, Debug, PartialEq, Eq, Hash)]
117#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
118#[cfg_attr(feature = "serde", serde(rename_all = "camelCase", default))]
119pub struct Limits {
120 /// Maximum allowed value for the `size.width` of a texture created with `TextureDimension::D1`.
121 /// Defaults to 8192. Higher is "better".
122 #[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension1D"))]
123 pub max_texture_dimension_1d: u32,
124 /// Maximum allowed value for the `size.width` and `size.height` of a texture created with `TextureDimension::D2`.
125 /// Defaults to 8192. Higher is "better".
126 #[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension2D"))]
127 pub max_texture_dimension_2d: u32,
128 /// Maximum allowed value for the `size.width`, `size.height`, and `size.depth_or_array_layers`
129 /// of a texture created with `TextureDimension::D3`.
130 /// Defaults to 2048. Higher is "better".
131 #[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension3D"))]
132 pub max_texture_dimension_3d: u32,
133 /// Maximum allowed value for the `size.depth_or_array_layers` of a texture created with `TextureDimension::D2`.
134 /// Defaults to 256. Higher is "better".
135 pub max_texture_array_layers: u32,
136 /// Amount of bind groups that can be attached to a pipeline at the same time. Defaults to 4. Higher is "better".
137 pub max_bind_groups: u32,
138 /// Maximum binding index allowed in `create_bind_group_layout`. Defaults to 1000. Higher is "better".
139 pub max_bindings_per_bind_group: u32,
140 /// Amount of uniform buffer bindings that can be dynamic in a single pipeline. Defaults to 8. Higher is "better".
141 pub max_dynamic_uniform_buffers_per_pipeline_layout: u32,
142 /// Amount of storage buffer bindings that can be dynamic in a single pipeline. Defaults to 4. Higher is "better".
143 pub max_dynamic_storage_buffers_per_pipeline_layout: u32,
144 /// Amount of sampled textures visible in a single shader stage. Defaults to 16. Higher is "better".
145 pub max_sampled_textures_per_shader_stage: u32,
146 /// Amount of samplers visible in a single shader stage. Defaults to 16. Higher is "better".
147 pub max_samplers_per_shader_stage: u32,
148 /// Amount of storage buffers visible in a single shader stage. Defaults to 8. Higher is "better".
149 pub max_storage_buffers_per_shader_stage: u32,
150 /// Amount of storage textures visible in a single shader stage. Defaults to 4. Higher is "better".
151 pub max_storage_textures_per_shader_stage: u32,
152 /// Amount of uniform buffers visible in a single shader stage. Defaults to 12. Higher is "better".
153 pub max_uniform_buffers_per_shader_stage: u32,
154 /// Amount of individual resources within binding arrays that can be accessed in a single shader stage. Applies
155 /// to all types of bindings except samplers.
156 ///
157 /// This "defaults" to 0. However if binding arrays are supported, all devices can support 500,000. Higher is "better".
158 pub max_binding_array_elements_per_shader_stage: u32,
159 /// Amount of individual samplers within binding arrays that can be accessed in a single shader stage.
160 ///
161 /// This "defaults" to 0. However if binding arrays are supported, all devices can support 1,000. Higher is "better".
162 pub max_binding_array_sampler_elements_per_shader_stage: u32,
163 /// Maximum size in bytes of a binding to a uniform buffer. Defaults to 64 KiB. Higher is "better".
164 pub max_uniform_buffer_binding_size: u32,
165 /// Maximum size in bytes of a binding to a storage buffer. Defaults to 128 MiB. Higher is "better".
166 pub max_storage_buffer_binding_size: u32,
167 /// Maximum length of `VertexState::buffers` when creating a `RenderPipeline`.
168 /// Defaults to 8. Higher is "better".
169 pub max_vertex_buffers: u32,
170 /// A limit above which buffer allocations are guaranteed to fail.
171 /// Defaults to 256 MiB. Higher is "better".
172 ///
173 /// Buffer allocations below the maximum buffer size may not succeed depending on available memory,
174 /// fragmentation and other factors.
175 pub max_buffer_size: u64,
176 /// Maximum length of `VertexBufferLayout::attributes`, summed over all `VertexState::buffers`,
177 /// when creating a `RenderPipeline`.
178 /// Defaults to 16. Higher is "better".
179 pub max_vertex_attributes: u32,
180 /// Maximum value for `VertexBufferLayout::array_stride` when creating a `RenderPipeline`.
181 /// Defaults to 2048. Higher is "better".
182 pub max_vertex_buffer_array_stride: u32,
183 /// Required `BufferBindingType::Uniform` alignment for `BufferBinding::offset`
184 /// when creating a `BindGroup`, or for `set_bind_group` `dynamicOffsets`.
185 /// Defaults to 256. Lower is "better".
186 pub min_uniform_buffer_offset_alignment: u32,
187 /// Required `BufferBindingType::Storage` alignment for `BufferBinding::offset`
188 /// when creating a `BindGroup`, or for `set_bind_group` `dynamicOffsets`.
189 /// Defaults to 256. Lower is "better".
190 pub min_storage_buffer_offset_alignment: u32,
191 /// Maximum allowed number of components (scalars) of input or output locations for
192 /// inter-stage communication (vertex outputs to fragment inputs). Defaults to 60.
193 /// Higher is "better".
194 pub max_inter_stage_shader_components: u32,
195 /// The maximum allowed number of color attachments.
196 pub max_color_attachments: u32,
197 /// The maximum number of bytes necessary to hold one sample (pixel or subpixel) of render
198 /// pipeline output data, across all color attachments as described by [`TextureFormat::target_pixel_byte_cost`]
199 /// and [`TextureFormat::target_component_alignment`]. Defaults to 32. Higher is "better".
200 ///
201 /// ⚠️ `Rgba8Unorm`/`Rgba8Snorm`/`Bgra8Unorm`/`Bgra8Snorm` are deceptively 8 bytes per sample. ⚠️
202 pub max_color_attachment_bytes_per_sample: u32,
203 /// Maximum number of bytes used for workgroup memory in a compute entry point. Defaults to
204 /// 16384. Higher is "better".
205 pub max_compute_workgroup_storage_size: u32,
206 /// Maximum value of the product of the `workgroup_size` dimensions for a compute entry-point.
207 /// Defaults to 256. Higher is "better".
208 pub max_compute_invocations_per_workgroup: u32,
209 /// The maximum value of the `workgroup_size` X dimension for a compute stage `ShaderModule` entry-point.
210 /// Defaults to 256. Higher is "better".
211 pub max_compute_workgroup_size_x: u32,
212 /// The maximum value of the `workgroup_size` Y dimension for a compute stage `ShaderModule` entry-point.
213 /// Defaults to 256. Higher is "better".
214 pub max_compute_workgroup_size_y: u32,
215 /// The maximum value of the `workgroup_size` Z dimension for a compute stage `ShaderModule` entry-point.
216 /// Defaults to 64. Higher is "better".
217 pub max_compute_workgroup_size_z: u32,
218 /// The maximum value for each dimension of a `ComputePass::dispatch(x, y, z)` operation.
219 /// Defaults to 65535. Higher is "better".
220 pub max_compute_workgroups_per_dimension: u32,
221
222 /// Amount of storage available for immediates in bytes. Defaults to 0. Higher is "better".
223 /// Requesting more than 0 during device creation requires [`Features::IMMEDIATES`] to be enabled.
224 ///
225 /// Expect the size to be:
226 /// - Vulkan: 128-256 bytes
227 /// - DX12: 256 bytes
228 /// - Metal: 4096 bytes
229 /// - OpenGL doesn't natively support immediates, and are emulated with uniforms,
230 /// so this number is less useful but likely 256.
231 pub max_immediate_size: u32,
232 /// Maximum number of live non-sampler bindings.
233 ///
234 /// <div class="warning">
235 /// The default value is **1_000_000**, On systems with integrated GPUs (iGPUs)—particularly on Windows using the D3D12
236 /// backend—this can lead to significant system RAM consumption since iGPUs share system memory directly with the CPU.
237 /// </div>
238 ///
239 /// This limit only affects the d3d12 backend. Using a large number will allow the device
240 /// to create many bind groups at the cost of a large up-front allocation at device creation.
241 pub max_non_sampler_bindings: u32,
242
243 /// The maximum total value for a `RenderPass::draw_mesh_tasks(x, y, z)` operation or the
244 /// `@builtin(mesh_task_size)` returned from a task shader. Higher is "better".
245 pub max_task_mesh_workgroup_total_count: u32,
246 /// The maximum value for each dimension of a `RenderPass::draw_mesh_tasks(x, y, z)` operation.
247 /// Also for task shader outputs. Higher is "better".
248 pub max_task_mesh_workgroups_per_dimension: u32,
249 // These are fundamentally different. It is very common for limits on mesh shaders to be much lower.
250 /// Maximum total number of invocations, or threads, per task shader workgroup. Higher is "better".
251 pub max_task_invocations_per_workgroup: u32,
252 /// The maximum value for each dimension of a task shader's workgroup size. Higher is "better".
253 pub max_task_invocations_per_dimension: u32,
254 /// Maximum total number of invocations, or threads, per mesh shader workgroup. Higher is "better".
255 pub max_mesh_invocations_per_workgroup: u32,
256 /// The maximum value for each dimension of a mesh shader's workgroup size. Higher is "better".
257 pub max_mesh_invocations_per_dimension: u32,
258
259 /// The maximum size of the payload passed from task to mesh shader. Higher is "better".
260 pub max_task_payload_size: u32,
261 /// The maximum number of vertices that a mesh shader may output. Higher is "better".
262 pub max_mesh_output_vertices: u32,
263 /// The maximum number of primitives that a mesh shader may output. Higher is "better".
264 pub max_mesh_output_primitives: u32,
265 /// The maximum number of layers that can be output from a mesh shader. Higher is "better".
266 /// See [#8509](https://github.com/gfx-rs/wgpu/issues/8509).
267 pub max_mesh_output_layers: u32,
268 /// The maximum number of views that can be used by a mesh shader in multiview rendering.
269 /// Higher is "better".
270 pub max_mesh_multiview_view_count: u32,
271
272 /// The maximum number of primitive (ex: triangles, aabbs) a BLAS is allowed to have. Requesting
273 /// more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
274 /// is enabled.
275 pub max_blas_primitive_count: u32,
276 /// The maximum number of geometry descriptors a BLAS is allowed to have. Requesting
277 /// more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
278 /// is enabled.
279 pub max_blas_geometry_count: u32,
280 /// The maximum number of instances a TLAS is allowed to have. Requesting more than 0 during
281 /// device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
282 /// is enabled.
283 pub max_tlas_instance_count: u32,
284 /// The maximum number of acceleration structures allowed to be used in a shader stage.
285 /// Requesting more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
286 /// is enabled.
287 pub max_acceleration_structures_per_shader_stage: u32,
288
289 /// The maximum number of views that can be used in multiview rendering
290 pub max_multiview_view_count: u32,
291}
292
293impl Default for Limits {
294 fn default() -> Self {
295 Self::defaults()
296 }
297}
298
299impl Limits {
300 /// These default limits are guaranteed to to work on all modern
301 /// backends and guaranteed to be supported by WebGPU
302 ///
303 /// Those limits are as follows:
304 /// ```rust
305 /// # use wgpu_types::Limits;
306 /// assert_eq!(Limits::defaults(), Limits {
307 /// max_texture_dimension_1d: 8192,
308 /// max_texture_dimension_2d: 8192,
309 /// max_texture_dimension_3d: 2048,
310 /// max_texture_array_layers: 256,
311 /// max_bind_groups: 4,
312 /// max_bindings_per_bind_group: 1000,
313 /// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
314 /// max_dynamic_storage_buffers_per_pipeline_layout: 4,
315 /// max_sampled_textures_per_shader_stage: 16,
316 /// max_samplers_per_shader_stage: 16,
317 /// max_storage_buffers_per_shader_stage: 8,
318 /// max_storage_textures_per_shader_stage: 4,
319 /// max_uniform_buffers_per_shader_stage: 12,
320 /// max_binding_array_elements_per_shader_stage: 0,
321 /// max_binding_array_sampler_elements_per_shader_stage: 0,
322 /// max_uniform_buffer_binding_size: 64 << 10, // (64 KiB)
323 /// max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
324 /// max_vertex_buffers: 8,
325 /// max_buffer_size: 256 << 20, // (256 MiB)
326 /// max_vertex_attributes: 16,
327 /// max_vertex_buffer_array_stride: 2048,
328 /// min_uniform_buffer_offset_alignment: 256,
329 /// min_storage_buffer_offset_alignment: 256,
330 /// max_inter_stage_shader_components: 60,
331 /// max_color_attachments: 8,
332 /// max_color_attachment_bytes_per_sample: 32,
333 /// max_compute_workgroup_storage_size: 16384,
334 /// max_compute_invocations_per_workgroup: 256,
335 /// max_compute_workgroup_size_x: 256,
336 /// max_compute_workgroup_size_y: 256,
337 /// max_compute_workgroup_size_z: 64,
338 /// max_compute_workgroups_per_dimension: 65535,
339 /// max_immediate_size: 0,
340 /// max_non_sampler_bindings: 1_000_000,
341 /// max_task_mesh_workgroup_total_count: 0,
342 /// max_task_mesh_workgroups_per_dimension: 0,
343 /// max_task_invocations_per_workgroup: 0,
344 /// max_task_invocations_per_dimension: 0,
345 /// max_mesh_invocations_per_workgroup: 0,
346 /// max_mesh_invocations_per_dimension: 0,
347 /// max_task_payload_size: 0,
348 /// max_mesh_output_vertices: 0,
349 /// max_mesh_output_primitives: 0,
350 /// max_mesh_output_layers: 0,
351 /// max_mesh_multiview_view_count: 0,
352 /// max_blas_primitive_count: 0,
353 /// max_blas_geometry_count: 0,
354 /// max_tlas_instance_count: 0,
355 /// max_acceleration_structures_per_shader_stage: 0,
356 /// max_multiview_view_count: 0,
357 /// });
358 /// ```
359 ///
360 /// Rust doesn't allow const in trait implementations, so we break this out
361 /// to allow reusing these defaults in const contexts
362 #[must_use]
363 pub const fn defaults() -> Self {
364 Self {
365 max_texture_dimension_1d: 8192,
366 max_texture_dimension_2d: 8192,
367 max_texture_dimension_3d: 2048,
368 max_texture_array_layers: 256,
369 max_bind_groups: 4,
370 max_bindings_per_bind_group: 1000,
371 max_dynamic_uniform_buffers_per_pipeline_layout: 8,
372 max_dynamic_storage_buffers_per_pipeline_layout: 4,
373 max_sampled_textures_per_shader_stage: 16,
374 max_samplers_per_shader_stage: 16,
375 max_storage_buffers_per_shader_stage: 8,
376 max_storage_textures_per_shader_stage: 4,
377 max_uniform_buffers_per_shader_stage: 12,
378 max_binding_array_elements_per_shader_stage: 0,
379 max_binding_array_sampler_elements_per_shader_stage: 0,
380 max_uniform_buffer_binding_size: 64 << 10, // (64 KiB)
381 max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
382 max_vertex_buffers: 8,
383 max_buffer_size: 256 << 20, // (256 MiB)
384 max_vertex_attributes: 16,
385 max_vertex_buffer_array_stride: 2048,
386 min_uniform_buffer_offset_alignment: 256,
387 min_storage_buffer_offset_alignment: 256,
388 max_inter_stage_shader_components: 60,
389 max_color_attachments: 8,
390 max_color_attachment_bytes_per_sample: 32,
391 max_compute_workgroup_storage_size: 16384,
392 max_compute_invocations_per_workgroup: 256,
393 max_compute_workgroup_size_x: 256,
394 max_compute_workgroup_size_y: 256,
395 max_compute_workgroup_size_z: 64,
396 max_compute_workgroups_per_dimension: 65535,
397 max_immediate_size: 0,
398 max_non_sampler_bindings: 1_000_000,
399
400 max_task_mesh_workgroup_total_count: 0,
401 max_task_mesh_workgroups_per_dimension: 0,
402 max_task_invocations_per_workgroup: 0,
403 max_task_invocations_per_dimension: 0,
404 max_mesh_invocations_per_workgroup: 0,
405 max_mesh_invocations_per_dimension: 0,
406 max_task_payload_size: 0,
407 max_mesh_output_vertices: 0,
408 max_mesh_output_primitives: 0,
409 max_mesh_output_layers: 0,
410 max_mesh_multiview_view_count: 0,
411
412 max_blas_primitive_count: 0,
413 max_blas_geometry_count: 0,
414 max_tlas_instance_count: 0,
415 max_acceleration_structures_per_shader_stage: 0,
416
417 max_multiview_view_count: 0,
418 }
419 }
420
421 /// These default limits are guaranteed to be compatible with GLES-3.1, and D3D11
422 ///
423 /// Those limits are as follows (different from default are marked with *):
424 /// ```rust
425 /// # use wgpu_types::Limits;
426 /// assert_eq!(Limits::downlevel_defaults(), Limits {
427 /// max_texture_dimension_1d: 2048, // *
428 /// max_texture_dimension_2d: 2048, // *
429 /// max_texture_dimension_3d: 256, // *
430 /// max_texture_array_layers: 256,
431 /// max_bind_groups: 4,
432 /// max_bindings_per_bind_group: 1000,
433 /// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
434 /// max_dynamic_storage_buffers_per_pipeline_layout: 4,
435 /// max_sampled_textures_per_shader_stage: 16,
436 /// max_samplers_per_shader_stage: 16,
437 /// max_storage_buffers_per_shader_stage: 4, // *
438 /// max_storage_textures_per_shader_stage: 4,
439 /// max_uniform_buffers_per_shader_stage: 12,
440 /// max_binding_array_elements_per_shader_stage: 0,
441 /// max_binding_array_sampler_elements_per_shader_stage: 0,
442 /// max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
443 /// max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
444 /// max_vertex_buffers: 8,
445 /// max_vertex_attributes: 16,
446 /// max_vertex_buffer_array_stride: 2048,
447 /// max_immediate_size: 0,
448 /// min_uniform_buffer_offset_alignment: 256,
449 /// min_storage_buffer_offset_alignment: 256,
450 /// max_inter_stage_shader_components: 60,
451 /// max_color_attachments: 4,
452 /// max_color_attachment_bytes_per_sample: 32,
453 /// max_compute_workgroup_storage_size: 16352, // *
454 /// max_compute_invocations_per_workgroup: 256,
455 /// max_compute_workgroup_size_x: 256,
456 /// max_compute_workgroup_size_y: 256,
457 /// max_compute_workgroup_size_z: 64,
458 /// max_compute_workgroups_per_dimension: 65535,
459 /// max_buffer_size: 256 << 20, // (256 MiB)
460 /// max_non_sampler_bindings: 1_000_000,
461 ///
462 /// max_task_mesh_workgroup_total_count: 0,
463 /// max_task_mesh_workgroups_per_dimension: 0,
464 /// max_task_invocations_per_workgroup: 0,
465 /// max_task_invocations_per_dimension: 0,
466 /// max_mesh_invocations_per_workgroup: 0,
467 /// max_mesh_invocations_per_dimension: 0,
468 /// max_task_payload_size: 0,
469 /// max_mesh_output_vertices: 0,
470 /// max_mesh_output_primitives: 0,
471 /// max_mesh_output_layers: 0,
472 /// max_mesh_multiview_view_count: 0,
473 ///
474 /// max_blas_primitive_count: 0,
475 /// max_blas_geometry_count: 0,
476 /// max_tlas_instance_count: 0,
477 /// max_acceleration_structures_per_shader_stage: 0,
478 ///
479 /// max_multiview_view_count: 0,
480 /// });
481 /// ```
482 #[must_use]
483 pub const fn downlevel_defaults() -> Self {
484 Self {
485 max_texture_dimension_1d: 2048,
486 max_texture_dimension_2d: 2048,
487 max_texture_dimension_3d: 256,
488 max_storage_buffers_per_shader_stage: 4,
489 max_uniform_buffer_binding_size: 16 << 10, // (16 KiB)
490 max_color_attachments: 4,
491 // see: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf#page=7
492 max_compute_workgroup_storage_size: 16352,
493 ..Self::defaults()
494 }
495 }
496
497 /// These default limits are guaranteed to be compatible with GLES-3.0, and D3D11, and WebGL2
498 ///
499 /// Those limits are as follows (different from `downlevel_defaults` are marked with +,
500 /// *'s from `downlevel_defaults` shown as well.):
501 /// ```rust
502 /// # use wgpu_types::Limits;
503 /// assert_eq!(Limits::downlevel_webgl2_defaults(), Limits {
504 /// max_texture_dimension_1d: 2048, // *
505 /// max_texture_dimension_2d: 2048, // *
506 /// max_texture_dimension_3d: 256, // *
507 /// max_texture_array_layers: 256,
508 /// max_bind_groups: 4,
509 /// max_bindings_per_bind_group: 1000,
510 /// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
511 /// max_dynamic_storage_buffers_per_pipeline_layout: 0, // +
512 /// max_sampled_textures_per_shader_stage: 16,
513 /// max_samplers_per_shader_stage: 16,
514 /// max_storage_buffers_per_shader_stage: 0, // * +
515 /// max_storage_textures_per_shader_stage: 0, // +
516 /// max_uniform_buffers_per_shader_stage: 11, // +
517 /// max_binding_array_elements_per_shader_stage: 0,
518 /// max_binding_array_sampler_elements_per_shader_stage: 0,
519 /// max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
520 /// max_storage_buffer_binding_size: 0, // * +
521 /// max_vertex_buffers: 8,
522 /// max_vertex_attributes: 16,
523 /// max_vertex_buffer_array_stride: 255, // +
524 /// max_immediate_size: 0,
525 /// min_uniform_buffer_offset_alignment: 256,
526 /// min_storage_buffer_offset_alignment: 256,
527 /// max_inter_stage_shader_components: 31,
528 /// max_color_attachments: 4,
529 /// max_color_attachment_bytes_per_sample: 32,
530 /// max_compute_workgroup_storage_size: 0, // +
531 /// max_compute_invocations_per_workgroup: 0, // +
532 /// max_compute_workgroup_size_x: 0, // +
533 /// max_compute_workgroup_size_y: 0, // +
534 /// max_compute_workgroup_size_z: 0, // +
535 /// max_compute_workgroups_per_dimension: 0, // +
536 /// max_buffer_size: 256 << 20, // (256 MiB),
537 /// max_non_sampler_bindings: 1_000_000,
538 ///
539 /// max_task_mesh_workgroup_total_count: 0,
540 /// max_task_mesh_workgroups_per_dimension: 0,
541 /// max_task_invocations_per_workgroup: 0,
542 /// max_task_invocations_per_dimension: 0,
543 /// max_mesh_invocations_per_workgroup: 0,
544 /// max_mesh_invocations_per_dimension: 0,
545 /// max_task_payload_size: 0,
546 /// max_mesh_output_vertices: 0,
547 /// max_mesh_output_primitives: 0,
548 /// max_mesh_output_layers: 0,
549 /// max_mesh_multiview_view_count: 0,
550 ///
551 /// max_blas_primitive_count: 0,
552 /// max_blas_geometry_count: 0,
553 /// max_tlas_instance_count: 0,
554 /// max_acceleration_structures_per_shader_stage: 0,
555 ///
556 /// max_multiview_view_count: 0,
557 /// });
558 /// ```
559 #[must_use]
560 pub const fn downlevel_webgl2_defaults() -> Self {
561 Self {
562 max_uniform_buffers_per_shader_stage: 11,
563 max_storage_buffers_per_shader_stage: 0,
564 max_storage_textures_per_shader_stage: 0,
565 max_dynamic_storage_buffers_per_pipeline_layout: 0,
566 max_storage_buffer_binding_size: 0,
567 max_vertex_buffer_array_stride: 255,
568 max_compute_workgroup_storage_size: 0,
569 max_compute_invocations_per_workgroup: 0,
570 max_compute_workgroup_size_x: 0,
571 max_compute_workgroup_size_y: 0,
572 max_compute_workgroup_size_z: 0,
573 max_compute_workgroups_per_dimension: 0,
574
575 // Value supported by Intel Celeron B830 on Windows (OpenGL 3.1)
576 max_inter_stage_shader_components: 31,
577
578 // Most of the values should be the same as the downlevel defaults
579 ..Self::downlevel_defaults()
580 }
581 }
582
583 /// Modify the current limits to use the resolution limits of the other.
584 ///
585 /// This is useful because the swapchain might need to be larger than any other image in the application.
586 ///
587 /// If your application only needs 512x512, you might be running on a 4k display and need extremely high resolution limits.
588 #[must_use]
589 pub const fn using_resolution(self, other: Self) -> Self {
590 Self {
591 max_texture_dimension_1d: other.max_texture_dimension_1d,
592 max_texture_dimension_2d: other.max_texture_dimension_2d,
593 max_texture_dimension_3d: other.max_texture_dimension_3d,
594 ..self
595 }
596 }
597
598 /// Modify the current limits to use the buffer alignment limits of the adapter.
599 ///
600 /// This is useful for when you'd like to dynamically use the "best" supported buffer alignments.
601 #[must_use]
602 pub const fn using_alignment(self, other: Self) -> Self {
603 Self {
604 min_uniform_buffer_offset_alignment: other.min_uniform_buffer_offset_alignment,
605 min_storage_buffer_offset_alignment: other.min_storage_buffer_offset_alignment,
606 ..self
607 }
608 }
609
610 /// The minimum guaranteed limits for acceleration structures if you enable [`Features::EXPERIMENTAL_RAY_QUERY`]
611 #[must_use]
612 pub const fn using_minimum_supported_acceleration_structure_values(self) -> Self {
613 Self {
614 max_blas_geometry_count: (1 << 24) - 1, // 2^24 - 1: Vulkan's minimum
615 max_tlas_instance_count: (1 << 24) - 1, // 2^24 - 1: Vulkan's minimum
616 max_blas_primitive_count: 1 << 28, // 2^28: Metal's minimum
617 max_acceleration_structures_per_shader_stage: 16, // Vulkan's minimum
618 ..self
619 }
620 }
621
622 /// Modify the current limits to use the acceleration structure limits of `other` (`other` could
623 /// be the limits of the adapter).
624 #[must_use]
625 pub const fn using_acceleration_structure_values(self, other: Self) -> Self {
626 Self {
627 max_blas_geometry_count: other.max_blas_geometry_count,
628 max_tlas_instance_count: other.max_tlas_instance_count,
629 max_blas_primitive_count: other.max_blas_primitive_count,
630 max_acceleration_structures_per_shader_stage: other
631 .max_acceleration_structures_per_shader_stage,
632 ..self
633 }
634 }
635
636 /// The recommended minimum limits for mesh shaders if you enable [`Features::EXPERIMENTAL_MESH_SHADER`]
637 ///
638 /// These are chosen somewhat arbitrarily. They are small enough that they should cover all physical devices,
639 /// but not necessarily all use cases.
640 #[must_use]
641 pub const fn using_recommended_minimum_mesh_shader_values(self) -> Self {
642 Self {
643 // This limitation comes from metal
644 max_task_mesh_workgroup_total_count: 1024,
645 // This is a DirectX limitation
646 max_task_mesh_workgroups_per_dimension: 256,
647 // Nvidia limit on vulkan
648 max_task_invocations_per_workgroup: 128,
649 max_task_invocations_per_dimension: 64,
650
651 // DX12 limitation, revisit for vulkan
652 max_mesh_invocations_per_workgroup: 128,
653 max_mesh_invocations_per_dimension: 128,
654
655 // Metal specifies this as its max
656 max_task_payload_size: 16384 - 32,
657 // DX12 limitation, revisit for vulkan
658 max_mesh_output_vertices: 256,
659 max_mesh_output_primitives: 256,
660 // llvmpipe once again requires this to be 8. An RTX 3060 supports well over 1024.
661 // Also DX12 vaguely suggests going over this is illegal in some cases.
662 max_mesh_output_layers: 8,
663 // llvmpipe reports 0 multiview count, which just means no multiview is allowed
664 max_mesh_multiview_view_count: 0,
665 ..self
666 }
667 }
668
669 /// Compares every limits within self is within the limits given in `allowed`.
670 ///
671 /// If you need detailed information on failures, look at [`Limits::check_limits_with_fail_fn`].
672 #[must_use]
673 pub fn check_limits(&self, allowed: &Self) -> bool {
674 let mut within = true;
675 self.check_limits_with_fail_fn(allowed, true, |_, _, _| within = false);
676 within
677 }
678
679 /// Compares every limits within self is within the limits given in `allowed`.
680 /// For an easy to use binary choice, use [`Limits::check_limits`].
681 ///
682 /// If a value is not within the allowed limit, this function calls the `fail_fn`
683 /// with the:
684 /// - limit name
685 /// - self's limit
686 /// - allowed's limit.
687 ///
688 /// If fatal is true, a single failure bails out the comparison after a single failure.
689 pub fn check_limits_with_fail_fn(
690 &self,
691 allowed: &Self,
692 fatal: bool,
693 mut fail_fn: impl FnMut(&'static str, u64, u64),
694 ) {
695 macro_rules! check_with_fail_fn {
696 ($name:ident, $ordering:expr) => {
697 let invalid_ord = $ordering.reverse();
698 if self.$name.cmp(&allowed.$name) == invalid_ord {
699 fail_fn(stringify!($name), self.$name as u64, allowed.$name as u64);
700 if fatal {
701 return;
702 }
703 }
704 };
705 }
706
707 with_limits!(check_with_fail_fn);
708 }
709
710 /// For each limit in `other` that is better than the value in `self`,
711 /// replace the value in `self` with the value from `other`.
712 ///
713 /// A request for a limit value less than the WebGPU-specified default must
714 /// be ignored. This function is used to clamp such requests to the default
715 /// value.
716 ///
717 /// This function is not for clamping requests for values beyond the
718 /// supported limits. For that purpose the desired function would be
719 /// `or_worse_values_from` (which doesn't exist, but could be added if
720 /// needed).
721 #[must_use]
722 pub fn or_better_values_from(mut self, other: &Self) -> Self {
723 macro_rules! or_better_value_from {
724 ($name:ident, $ordering:expr) => {
725 match $ordering {
726 // Limits that are maximum values (most of them)
727 Ordering::Less => self.$name = self.$name.max(other.$name),
728 // Limits that are minimum values
729 Ordering::Greater => self.$name = self.$name.min(other.$name),
730 Ordering::Equal => unreachable!(),
731 }
732 };
733 }
734
735 with_limits!(or_better_value_from);
736
737 self
738 }
739}
740
741/// Represents the sets of additional limits on an adapter,
742/// which take place when running on downlevel backends.
743#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
744#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
745pub struct DownlevelLimits {}
746
747#[allow(clippy::derivable_impls)]
748impl Default for DownlevelLimits {
749 fn default() -> Self {
750 DownlevelLimits {}
751 }
752}
753
754/// Lists various ways the underlying platform does not conform to the WebGPU standard.
755#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
756#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
757pub struct DownlevelCapabilities {
758 /// Combined boolean flags.
759 pub flags: DownlevelFlags,
760 /// Additional limits
761 pub limits: DownlevelLimits,
762 /// Which collections of features shaders support. Defined in terms of D3D's shader models.
763 pub shader_model: ShaderModel,
764}
765
766impl Default for DownlevelCapabilities {
767 fn default() -> Self {
768 Self {
769 flags: DownlevelFlags::all(),
770 limits: DownlevelLimits::default(),
771 shader_model: ShaderModel::Sm5,
772 }
773 }
774}
775
776impl DownlevelCapabilities {
777 /// Returns true if the underlying platform offers complete support of the baseline WebGPU standard.
778 ///
779 /// If this returns false, some parts of the API will result in validation errors where they would not normally.
780 /// These parts can be determined by the values in this structure.
781 #[must_use]
782 pub fn is_webgpu_compliant(&self) -> bool {
783 self.flags.contains(DownlevelFlags::compliant())
784 && self.limits == DownlevelLimits::default()
785 && self.shader_model >= ShaderModel::Sm5
786 }
787}
788
789bitflags::bitflags! {
790 /// Binary flags listing features that may or may not be present on downlevel adapters.
791 ///
792 /// A downlevel adapter is a GPU adapter that wgpu supports, but with potentially limited
793 /// features, due to the lack of hardware feature support.
794 ///
795 /// Flags that are **not** present for a downlevel adapter or device usually indicates
796 /// non-compliance with the WebGPU specification, but not always.
797 ///
798 /// You can check whether a set of flags is compliant through the
799 /// [`DownlevelCapabilities::is_webgpu_compliant()`] function.
800 #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
801 #[cfg_attr(feature = "serde", serde(transparent))]
802 #[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
803 pub struct DownlevelFlags: u32 {
804 /// The device supports compiling and using compute shaders.
805 ///
806 /// WebGL2, and GLES3.0 devices do not support compute.
807 const COMPUTE_SHADERS = 1 << 0;
808 /// Supports binding storage buffers and textures to fragment shaders.
809 const FRAGMENT_WRITABLE_STORAGE = 1 << 1;
810 /// Supports indirect drawing and dispatching.
811 ///
812 /// [`Self::COMPUTE_SHADERS`] must be present for this flag.
813 ///
814 /// WebGL2, GLES 3.0, and Metal on Apple1/Apple2 GPUs do not support indirect.
815 const INDIRECT_EXECUTION = 1 << 2;
816 /// Supports non-zero `base_vertex` parameter to direct indexed draw calls.
817 ///
818 /// Indirect calls, if supported, always support non-zero `base_vertex`.
819 ///
820 /// Supported by:
821 /// - Vulkan
822 /// - DX12
823 /// - Metal on Apple3+ or Mac1+
824 /// - OpenGL 3.2+
825 /// - OpenGL ES 3.2
826 const BASE_VERTEX = 1 << 3;
827 /// Supports reading from a depth/stencil texture while using it as a read-only
828 /// depth/stencil attachment.
829 ///
830 /// The WebGL2 and GLES backends do not support RODS.
831 const READ_ONLY_DEPTH_STENCIL = 1 << 4;
832 /// Supports textures with mipmaps which have a non power of two size.
833 const NON_POWER_OF_TWO_MIPMAPPED_TEXTURES = 1 << 5;
834 /// Supports textures that are cube arrays.
835 const CUBE_ARRAY_TEXTURES = 1 << 6;
836 /// Supports comparison samplers.
837 const COMPARISON_SAMPLERS = 1 << 7;
838 /// Supports different blend operations per color attachment.
839 const INDEPENDENT_BLEND = 1 << 8;
840 /// Supports storage buffers in vertex shaders.
841 const VERTEX_STORAGE = 1 << 9;
842
843 /// Supports samplers with anisotropic filtering. Note this isn't actually required by
844 /// WebGPU, the implementation is allowed to completely ignore aniso clamp. This flag is
845 /// here for native backends so they can communicate to the user of aniso is enabled.
846 ///
847 /// All backends and all devices support anisotropic filtering.
848 const ANISOTROPIC_FILTERING = 1 << 10;
849
850 /// Supports storage buffers in fragment shaders.
851 const FRAGMENT_STORAGE = 1 << 11;
852
853 /// Supports sample-rate shading.
854 const MULTISAMPLED_SHADING = 1 << 12;
855
856 /// Supports copies between depth textures and buffers.
857 ///
858 /// GLES/WebGL don't support this.
859 const DEPTH_TEXTURE_AND_BUFFER_COPIES = 1 << 13;
860
861 /// Supports all the texture usages described in WebGPU. If this isn't supported, you
862 /// should call `get_texture_format_features` to get how you can use textures of a given format
863 const WEBGPU_TEXTURE_FORMAT_SUPPORT = 1 << 14;
864
865 /// Supports buffer bindings with sizes that aren't a multiple of 16.
866 ///
867 /// WebGL doesn't support this.
868 const BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED = 1 << 15;
869
870 /// Supports buffers to combine [`BufferUsages::INDEX`] with usages other than [`BufferUsages::COPY_DST`] and [`BufferUsages::COPY_SRC`].
871 /// Furthermore, in absence of this feature it is not allowed to copy index buffers from/to buffers with a set of usage flags containing
872 /// [`BufferUsages::VERTEX`]/[`BufferUsages::UNIFORM`]/[`BufferUsages::STORAGE`] or [`BufferUsages::INDIRECT`].
873 ///
874 /// WebGL doesn't support this.
875 const UNRESTRICTED_INDEX_BUFFER = 1 << 16;
876
877 /// Supports full 32-bit range indices (2^32-1 as opposed to 2^24-1 without this flag)
878 ///
879 /// Corresponds to Vulkan's `VkPhysicalDeviceFeatures.fullDrawIndexUint32`
880 const FULL_DRAW_INDEX_UINT32 = 1 << 17;
881
882 /// Supports depth bias clamping
883 ///
884 /// Corresponds to Vulkan's `VkPhysicalDeviceFeatures.depthBiasClamp`
885 const DEPTH_BIAS_CLAMP = 1 << 18;
886
887 /// Supports specifying which view format values are allowed when create_view() is called on a texture.
888 ///
889 /// The WebGL and GLES backends doesn't support this.
890 const VIEW_FORMATS = 1 << 19;
891
892 /// With this feature not present, there are the following restrictions on `Queue::copy_external_image_to_texture`:
893 /// - The source must not be [`web_sys::OffscreenCanvas`]
894 /// - [`CopyExternalImageSourceInfo::origin`] must be zero.
895 /// - [`CopyExternalImageDestInfo::color_space`] must be srgb.
896 /// - If the source is an [`web_sys::ImageBitmap`]:
897 /// - [`CopyExternalImageSourceInfo::flip_y`] must be false.
898 /// - [`CopyExternalImageDestInfo::premultiplied_alpha`] must be false.
899 ///
900 /// WebGL doesn't support this. WebGPU does.
901 const UNRESTRICTED_EXTERNAL_TEXTURE_COPIES = 1 << 20;
902
903 /// Supports specifying which view formats are allowed when calling create_view on the texture returned by
904 /// `Surface::get_current_texture`.
905 ///
906 /// The GLES/WebGL and Vulkan on Android doesn't support this.
907 const SURFACE_VIEW_FORMATS = 1 << 21;
908
909 /// If this is true, calls to `CommandEncoder::resolve_query_set` will be performed on the queue timeline.
910 ///
911 /// If this is false, calls to `CommandEncoder::resolve_query_set` will be performed on the device (i.e. cpu) timeline
912 /// and will block that timeline until the query has data. You may work around this limitation by waiting until the submit
913 /// whose queries you are resolving is fully finished (through use of `queue.on_submitted_work_done`) and only
914 /// then submitting the resolve_query_set command. The queries will be guaranteed finished, so will not block.
915 ///
916 /// Supported by:
917 /// - Vulkan,
918 /// - DX12
919 /// - Metal
920 /// - OpenGL 4.4+
921 ///
922 /// Not Supported by:
923 /// - GL ES / WebGL
924 const NONBLOCKING_QUERY_RESOLVE = 1 << 22;
925
926 /// Allows shaders to use `quantizeToF16`, `pack2x16float`, and `unpack2x16float`, which
927 /// operate on `f16`-precision values stored in `f32`s.
928 ///
929 /// Not supported by Vulkan on Mesa when [`Features::SHADER_F16`] is absent.
930 const SHADER_F16_IN_F32 = 1 << 23;
931 }
932}
933
934impl DownlevelFlags {
935 /// All flags that indicate if the backend is WebGPU compliant
936 #[must_use]
937 pub const fn compliant() -> Self {
938 // We use manual bit twiddling to make this a const fn as `Sub` and `.remove` aren't const
939
940 // WebGPU doesn't actually require aniso
941 Self::from_bits_truncate(Self::all().bits() & !Self::ANISOTROPIC_FILTERING.bits())
942 }
943}
944
945/// Collections of shader features a device supports if they support less than WebGPU normally allows.
946// TODO: Fill out the differences between shader models more completely
947#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
948#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
949pub enum ShaderModel {
950 /// Extremely limited shaders, including a total instruction limit.
951 Sm2,
952 /// Missing minor features and storage images.
953 Sm4,
954 /// WebGPU supports shader module 5.
955 Sm5,
956}