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!(
42 max_binding_array_acceleration_structure_elements_per_shader_stage,
43 Ordering::Less
44 );
45 $macro_name!(max_uniform_buffer_binding_size, Ordering::Less);
46 $macro_name!(max_storage_buffer_binding_size, Ordering::Less);
47 $macro_name!(max_vertex_buffers, Ordering::Less);
48 $macro_name!(max_buffer_size, Ordering::Less);
49 $macro_name!(max_vertex_attributes, Ordering::Less);
50 $macro_name!(max_vertex_buffer_array_stride, Ordering::Less);
51 $macro_name!(max_inter_stage_shader_variables, Ordering::Less);
52 $macro_name!(min_uniform_buffer_offset_alignment, Ordering::Greater);
53 $macro_name!(min_storage_buffer_offset_alignment, Ordering::Greater);
54 $macro_name!(max_color_attachments, Ordering::Less);
55 $macro_name!(max_color_attachment_bytes_per_sample, Ordering::Less);
56 $macro_name!(max_compute_workgroup_storage_size, Ordering::Less);
57 $macro_name!(max_compute_invocations_per_workgroup, Ordering::Less);
58 $macro_name!(max_compute_workgroup_size_x, Ordering::Less);
59 $macro_name!(max_compute_workgroup_size_y, Ordering::Less);
60 $macro_name!(max_compute_workgroup_size_z, Ordering::Less);
61 $macro_name!(max_compute_workgroups_per_dimension, Ordering::Less);
62
63 $macro_name!(max_immediate_size, Ordering::Less);
64 $macro_name!(max_non_sampler_bindings, Ordering::Less);
65
66 $macro_name!(max_task_mesh_workgroup_total_count, Ordering::Less);
67 $macro_name!(max_task_mesh_workgroups_per_dimension, Ordering::Less);
68 $macro_name!(max_task_invocations_per_workgroup, Ordering::Less);
69 $macro_name!(max_task_invocations_per_dimension, Ordering::Less);
70 $macro_name!(max_mesh_invocations_per_workgroup, Ordering::Less);
71 $macro_name!(max_mesh_invocations_per_dimension, Ordering::Less);
72
73 $macro_name!(max_task_payload_size, Ordering::Less);
74 $macro_name!(max_mesh_output_vertices, Ordering::Less);
75 $macro_name!(max_mesh_output_primitives, Ordering::Less);
76 $macro_name!(max_mesh_output_layers, Ordering::Less);
77 $macro_name!(max_mesh_multiview_view_count, Ordering::Less);
78
79 $macro_name!(max_blas_primitive_count, Ordering::Less);
80 $macro_name!(max_blas_geometry_count, Ordering::Less);
81 $macro_name!(max_tlas_instance_count, Ordering::Less);
82
83 $macro_name!(max_multiview_view_count, Ordering::Less);
84 };
85}
86
87/// Represents the sets of limits an adapter/device supports.
88///
89/// We provide three different defaults.
90/// - [`Limits::downlevel_defaults()`]. This is a set of limits that is guaranteed to work on almost
91/// all backends, including "downlevel" backends such as OpenGL and D3D11, other than WebGL. For
92/// most applications we recommend using these limits, assuming they are high enough for your
93/// application, and you do not intend to support WebGL.
94/// - [`Limits::downlevel_webgl2_defaults()`] This is a set of limits that is lower even than the
95/// [`downlevel_defaults()`], configured to be low enough to support running in the browser using
96/// WebGL2.
97/// - [`Limits::default()`]. This is the set of limits that is guaranteed to work on all modern
98/// backends and is guaranteed to be supported by WebGPU. Applications needing more modern
99/// features can use this as a reasonable set of limits if they are targeting only desktop and
100/// modern mobile devices.
101///
102/// We recommend starting with the most restrictive limits you can and manually increasing the
103/// limits you need boosted. This will let you stay running on all hardware that supports the limits
104/// you need.
105///
106/// Limits "better" than the default must be supported by the adapter and requested when requesting
107/// a device. If limits "better" than the adapter supports are requested, requesting a device will
108/// panic. Once a device is requested, you may only use resources up to the limits requested _even_
109/// if the adapter supports "better" limits.
110///
111/// Requesting limits that are "better" than you need may cause performance to decrease because the
112/// implementation needs to support more than is needed. You should ideally only request exactly
113/// what you need.
114///
115/// Corresponds to [WebGPU `GPUSupportedLimits`](
116/// https://gpuweb.github.io/gpuweb/#gpusupportedlimits).
117///
118/// [`downlevel_defaults()`]: Limits::downlevel_defaults
119#[repr(C)]
120#[derive(Clone, Debug, PartialEq, Eq, Hash)]
121#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
122#[cfg_attr(feature = "serde", serde(rename_all = "camelCase", default))]
123pub struct Limits {
124 /// Maximum allowed value for the `size.width` of a texture created with `TextureDimension::D1`.
125 /// Defaults to 8192. Higher is "better".
126 #[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension1D"))]
127 pub max_texture_dimension_1d: u32,
128 /// Maximum allowed value for the `size.width` and `size.height` of a texture created with `TextureDimension::D2`.
129 /// Defaults to 8192. Higher is "better".
130 #[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension2D"))]
131 pub max_texture_dimension_2d: u32,
132 /// Maximum allowed value for the `size.width`, `size.height`, and `size.depth_or_array_layers`
133 /// of a texture created with `TextureDimension::D3`.
134 /// Defaults to 2048. Higher is "better".
135 #[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension3D"))]
136 pub max_texture_dimension_3d: u32,
137 /// Maximum allowed value for the `size.depth_or_array_layers` of a texture created with `TextureDimension::D2`.
138 /// Defaults to 256. Higher is "better".
139 pub max_texture_array_layers: u32,
140 /// Amount of bind groups that can be attached to a pipeline at the same time. Defaults to 4. Higher is "better".
141 pub max_bind_groups: u32,
142 /// Maximum binding index allowed in `create_bind_group_layout`. Defaults to 1000. Higher is "better".
143 pub max_bindings_per_bind_group: u32,
144 /// Amount of uniform buffer bindings that can be dynamic in a single pipeline. Defaults to 8. Higher is "better".
145 pub max_dynamic_uniform_buffers_per_pipeline_layout: u32,
146 /// Amount of storage buffer bindings that can be dynamic in a single pipeline. Defaults to 4. Higher is "better".
147 pub max_dynamic_storage_buffers_per_pipeline_layout: u32,
148 /// Amount of sampled textures visible in a single shader stage. Defaults to 16. Higher is "better".
149 pub max_sampled_textures_per_shader_stage: u32,
150 /// Amount of samplers visible in a single shader stage. Defaults to 16. Higher is "better".
151 pub max_samplers_per_shader_stage: u32,
152 /// Amount of storage buffers visible in a single shader stage. Defaults to 8. Higher is "better".
153 pub max_storage_buffers_per_shader_stage: u32,
154 /// Amount of storage textures visible in a single shader stage. Defaults to 4. Higher is "better".
155 pub max_storage_textures_per_shader_stage: u32,
156 /// Amount of uniform buffers visible in a single shader stage. Defaults to 12. Higher is "better".
157 pub max_uniform_buffers_per_shader_stage: u32,
158 /// Amount of individual resources within binding arrays that can be accessed in a single shader stage. Applies
159 /// to all types of bindings except samplers.
160 ///
161 /// This "defaults" to 0. However if binding arrays are supported, all devices can support 500,000. Higher is "better".
162 pub max_binding_array_elements_per_shader_stage: u32,
163 /// Amount of individual acceleration structures within binding arrays that can be accessed in a single shader stage.
164 ///
165 /// This "defaults" to 0. Higher is "better".
166 pub max_binding_array_acceleration_structure_elements_per_shader_stage: u32,
167 /// Amount of individual samplers within binding arrays that can be accessed in a single shader stage.
168 ///
169 /// This "defaults" to 0. However if binding arrays are supported, all devices can support 1,000. Higher is "better".
170 pub max_binding_array_sampler_elements_per_shader_stage: u32,
171 /// Maximum size in bytes of a binding to a uniform buffer. Defaults to 64 KiB. Higher is "better".
172 pub max_uniform_buffer_binding_size: u64,
173 /// Maximum size in bytes of a binding to a storage buffer. Defaults to 128 MiB. Higher is "better".
174 pub max_storage_buffer_binding_size: u64,
175 /// Maximum length of `VertexState::buffers` when creating a `RenderPipeline`.
176 /// Defaults to 8. Higher is "better".
177 pub max_vertex_buffers: u32,
178 /// A limit above which buffer allocations are guaranteed to fail.
179 /// Defaults to 256 MiB. Higher is "better".
180 ///
181 /// Buffer allocations below the maximum buffer size may not succeed depending on available memory,
182 /// fragmentation and other factors.
183 pub max_buffer_size: u64,
184 /// Maximum length of `VertexBufferLayout::attributes`, summed over all `VertexState::buffers`,
185 /// when creating a `RenderPipeline`.
186 /// Defaults to 16. Higher is "better".
187 pub max_vertex_attributes: u32,
188 /// Maximum value for `VertexBufferLayout::array_stride` when creating a `RenderPipeline`.
189 /// Defaults to 2048. Higher is "better".
190 pub max_vertex_buffer_array_stride: u32,
191 /// Maximum value for the number of input or output variables for inter-stage communication
192 /// (like vertex outputs or fragment inputs) `@location(…)`s (in WGSL parlance)
193 /// when creating a `RenderPipeline`.
194 /// Defaults to 16. Higher is "better".
195 pub max_inter_stage_shader_variables: u32,
196 /// Required `BufferBindingType::Uniform` alignment for `BufferBinding::offset`
197 /// when creating a `BindGroup`, or for `set_bind_group` `dynamicOffsets`.
198 /// Defaults to 256. Lower is "better".
199 pub min_uniform_buffer_offset_alignment: u32,
200 /// Required `BufferBindingType::Storage` alignment for `BufferBinding::offset`
201 /// when creating a `BindGroup`, or for `set_bind_group` `dynamicOffsets`.
202 /// Defaults to 256. Lower is "better".
203 pub min_storage_buffer_offset_alignment: u32,
204 /// The maximum allowed number of color attachments.
205 pub max_color_attachments: u32,
206 /// The maximum number of bytes necessary to hold one sample (pixel or subpixel) of render
207 /// pipeline output data, across all color attachments as described by [`TextureFormat::target_pixel_byte_cost`]
208 /// and [`TextureFormat::target_component_alignment`]. Defaults to 32. Higher is "better".
209 ///
210 /// ⚠️ `Rgba8Unorm`/`Rgba8Snorm`/`Bgra8Unorm`/`Bgra8Snorm` are deceptively 8 bytes per sample. ⚠️
211 pub max_color_attachment_bytes_per_sample: u32,
212 /// Maximum number of bytes used for workgroup memory in a compute entry point. Defaults to
213 /// 16384. Higher is "better".
214 pub max_compute_workgroup_storage_size: u32,
215 /// Maximum value of the product of the `workgroup_size` dimensions for a compute entry-point.
216 /// Defaults to 256. Higher is "better".
217 pub max_compute_invocations_per_workgroup: u32,
218 /// The maximum value of the `workgroup_size` X dimension for a compute stage `ShaderModule` entry-point.
219 /// Defaults to 256. Higher is "better".
220 pub max_compute_workgroup_size_x: u32,
221 /// The maximum value of the `workgroup_size` Y dimension for a compute stage `ShaderModule` entry-point.
222 /// Defaults to 256. Higher is "better".
223 pub max_compute_workgroup_size_y: u32,
224 /// The maximum value of the `workgroup_size` Z dimension for a compute stage `ShaderModule` entry-point.
225 /// Defaults to 64. Higher is "better".
226 pub max_compute_workgroup_size_z: u32,
227 /// The maximum value for each dimension of a `ComputePass::dispatch(x, y, z)` operation.
228 /// Defaults to 65535. Higher is "better".
229 pub max_compute_workgroups_per_dimension: u32,
230
231 /// Amount of storage available for immediates in bytes. Defaults to 0. Higher is "better".
232 /// Requesting more than 0 during device creation requires [`Features::IMMEDIATES`] to be enabled.
233 ///
234 /// Expect the size to be:
235 /// - Vulkan: 128-256 bytes
236 /// - DX12: 128 bytes
237 /// - Metal: 4096 bytes
238 /// - OpenGL doesn't natively support immediates, and are emulated with uniforms,
239 /// so this number is less useful but likely 256.
240 pub max_immediate_size: u32,
241 /// Maximum number of live non-sampler bindings.
242 ///
243 /// <div class="warning">
244 /// The default value is **1_000_000**, On systems with integrated GPUs (iGPUs)—particularly on Windows using the D3D12
245 /// backend—this can lead to significant system RAM consumption since iGPUs share system memory directly with the CPU.
246 /// </div>
247 ///
248 /// This limit only affects the d3d12 backend. Using a large number will allow the device
249 /// to create many bind groups at the cost of a large up-front allocation at device creation.
250 pub max_non_sampler_bindings: u32,
251
252 /// The maximum total value for a `RenderPass::draw_mesh_tasks(x, y, z)` operation or the
253 /// `@builtin(mesh_task_size)` returned from a task shader. Higher is "better".
254 pub max_task_mesh_workgroup_total_count: u32,
255 /// The maximum value for each dimension of a `RenderPass::draw_mesh_tasks(x, y, z)` operation.
256 /// Also for task shader outputs. Higher is "better".
257 pub max_task_mesh_workgroups_per_dimension: u32,
258 // These are fundamentally different. It is very common for limits on mesh shaders to be much lower.
259 /// Maximum total number of invocations, or threads, per task shader workgroup. Higher is "better".
260 pub max_task_invocations_per_workgroup: u32,
261 /// The maximum value for each dimension of a task shader's workgroup size. Higher is "better".
262 pub max_task_invocations_per_dimension: u32,
263 /// Maximum total number of invocations, or threads, per mesh shader workgroup. Higher is "better".
264 pub max_mesh_invocations_per_workgroup: u32,
265 /// The maximum value for each dimension of a mesh shader's workgroup size. Higher is "better".
266 pub max_mesh_invocations_per_dimension: u32,
267
268 /// The maximum size of the payload passed from task to mesh shader. Higher is "better".
269 pub max_task_payload_size: u32,
270 /// The maximum number of vertices that a mesh shader may output. Higher is "better".
271 pub max_mesh_output_vertices: u32,
272 /// The maximum number of primitives that a mesh shader may output. Higher is "better".
273 pub max_mesh_output_primitives: u32,
274 /// The maximum number of layers that can be output from a mesh shader. Higher is "better".
275 /// See [#8509](https://github.com/gfx-rs/wgpu/issues/8509).
276 pub max_mesh_output_layers: u32,
277 /// The maximum number of views that can be used by a mesh shader in multiview rendering.
278 /// Higher is "better".
279 pub max_mesh_multiview_view_count: u32,
280
281 /// The maximum number of primitive (ex: triangles, aabbs) a BLAS is allowed to have. Requesting
282 /// more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
283 /// is enabled.
284 pub max_blas_primitive_count: u32,
285 /// The maximum number of geometry descriptors a BLAS is allowed to have. Requesting
286 /// more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
287 /// is enabled.
288 pub max_blas_geometry_count: u32,
289 /// The maximum number of instances a TLAS is allowed to have. Requesting more than 0 during
290 /// device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
291 /// is enabled.
292 pub max_tlas_instance_count: u32,
293 /// The maximum number of acceleration structures allowed to be used in a shader stage.
294 /// Requesting more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
295 /// is enabled.
296 pub max_acceleration_structures_per_shader_stage: u32,
297
298 /// The maximum number of views that can be used in multiview rendering
299 pub max_multiview_view_count: u32,
300}
301
302impl Default for Limits {
303 fn default() -> Self {
304 Self::defaults()
305 }
306}
307
308impl Limits {
309 /// These default limits are guaranteed to to work on all modern
310 /// backends and guaranteed to be supported by WebGPU
311 ///
312 /// Those limits are as follows:
313 /// ```rust
314 /// # use wgpu_types::Limits;
315 /// assert_eq!(Limits::defaults(), Limits {
316 /// max_texture_dimension_1d: 8192,
317 /// max_texture_dimension_2d: 8192,
318 /// max_texture_dimension_3d: 2048,
319 /// max_texture_array_layers: 256,
320 /// max_bind_groups: 4,
321 /// max_bindings_per_bind_group: 1000,
322 /// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
323 /// max_dynamic_storage_buffers_per_pipeline_layout: 4,
324 /// max_sampled_textures_per_shader_stage: 16,
325 /// max_samplers_per_shader_stage: 16,
326 /// max_storage_buffers_per_shader_stage: 8,
327 /// max_storage_textures_per_shader_stage: 4,
328 /// max_uniform_buffers_per_shader_stage: 12,
329 /// max_binding_array_elements_per_shader_stage: 0,
330 /// max_binding_array_acceleration_structure_elements_per_shader_stage: 0,
331 /// max_binding_array_sampler_elements_per_shader_stage: 0,
332 /// max_uniform_buffer_binding_size: 64 << 10, // (64 KiB)
333 /// max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
334 /// max_vertex_buffers: 8,
335 /// max_buffer_size: 256 << 20, // (256 MiB)
336 /// max_vertex_attributes: 16,
337 /// max_vertex_buffer_array_stride: 2048,
338 /// max_inter_stage_shader_variables: 16,
339 /// min_uniform_buffer_offset_alignment: 256,
340 /// min_storage_buffer_offset_alignment: 256,
341 /// max_color_attachments: 8,
342 /// max_color_attachment_bytes_per_sample: 32,
343 /// max_compute_workgroup_storage_size: 16384,
344 /// max_compute_invocations_per_workgroup: 256,
345 /// max_compute_workgroup_size_x: 256,
346 /// max_compute_workgroup_size_y: 256,
347 /// max_compute_workgroup_size_z: 64,
348 /// max_compute_workgroups_per_dimension: 65535,
349 /// max_immediate_size: 0,
350 /// max_non_sampler_bindings: 1_000_000,
351 /// max_task_mesh_workgroup_total_count: 0,
352 /// max_task_mesh_workgroups_per_dimension: 0,
353 /// max_task_invocations_per_workgroup: 0,
354 /// max_task_invocations_per_dimension: 0,
355 /// max_mesh_invocations_per_workgroup: 0,
356 /// max_mesh_invocations_per_dimension: 0,
357 /// max_task_payload_size: 0,
358 /// max_mesh_output_vertices: 0,
359 /// max_mesh_output_primitives: 0,
360 /// max_mesh_output_layers: 0,
361 /// max_mesh_multiview_view_count: 0,
362 /// max_blas_primitive_count: 0,
363 /// max_blas_geometry_count: 0,
364 /// max_tlas_instance_count: 0,
365 /// max_acceleration_structures_per_shader_stage: 0,
366 /// max_multiview_view_count: 0,
367 /// });
368 /// ```
369 ///
370 /// Rust doesn't allow const in trait implementations, so we break this out
371 /// to allow reusing these defaults in const contexts
372 #[must_use]
373 pub const fn defaults() -> Self {
374 Self {
375 max_texture_dimension_1d: 8192,
376 max_texture_dimension_2d: 8192,
377 max_texture_dimension_3d: 2048,
378 max_texture_array_layers: 256,
379 max_bind_groups: 4,
380 max_bindings_per_bind_group: 1000,
381 max_dynamic_uniform_buffers_per_pipeline_layout: 8,
382 max_dynamic_storage_buffers_per_pipeline_layout: 4,
383 max_sampled_textures_per_shader_stage: 16,
384 max_samplers_per_shader_stage: 16,
385 max_storage_buffers_per_shader_stage: 8,
386 max_storage_textures_per_shader_stage: 4,
387 max_uniform_buffers_per_shader_stage: 12,
388 max_binding_array_elements_per_shader_stage: 0,
389 max_binding_array_acceleration_structure_elements_per_shader_stage: 0,
390 max_binding_array_sampler_elements_per_shader_stage: 0,
391 max_uniform_buffer_binding_size: 64 << 10, // (64 KiB)
392 max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
393 max_vertex_buffers: 8,
394 max_buffer_size: 256 << 20, // (256 MiB)
395 max_vertex_attributes: 16,
396 max_vertex_buffer_array_stride: 2048,
397 max_inter_stage_shader_variables: 16,
398 min_uniform_buffer_offset_alignment: 256,
399 min_storage_buffer_offset_alignment: 256,
400 max_color_attachments: 8,
401 max_color_attachment_bytes_per_sample: 32,
402 max_compute_workgroup_storage_size: 16384,
403 max_compute_invocations_per_workgroup: 256,
404 max_compute_workgroup_size_x: 256,
405 max_compute_workgroup_size_y: 256,
406 max_compute_workgroup_size_z: 64,
407 max_compute_workgroups_per_dimension: 65535,
408 max_immediate_size: 0,
409 max_non_sampler_bindings: 1_000_000,
410
411 max_task_mesh_workgroup_total_count: 0,
412 max_task_mesh_workgroups_per_dimension: 0,
413 max_task_invocations_per_workgroup: 0,
414 max_task_invocations_per_dimension: 0,
415 max_mesh_invocations_per_workgroup: 0,
416 max_mesh_invocations_per_dimension: 0,
417 max_task_payload_size: 0,
418 max_mesh_output_vertices: 0,
419 max_mesh_output_primitives: 0,
420 max_mesh_output_layers: 0,
421 max_mesh_multiview_view_count: 0,
422
423 max_blas_primitive_count: 0,
424 max_blas_geometry_count: 0,
425 max_tlas_instance_count: 0,
426 max_acceleration_structures_per_shader_stage: 0,
427
428 max_multiview_view_count: 0,
429 }
430 }
431
432 /// These default limits are guaranteed to be compatible with GLES-3.1, and D3D11
433 ///
434 /// Those limits are as follows (different from default are marked with *):
435 /// ```rust
436 /// # use wgpu_types::Limits;
437 /// assert_eq!(Limits::downlevel_defaults(), Limits {
438 /// max_texture_dimension_1d: 2048, // *
439 /// max_texture_dimension_2d: 2048, // *
440 /// max_texture_dimension_3d: 256, // *
441 /// max_texture_array_layers: 256,
442 /// max_bind_groups: 4,
443 /// max_bindings_per_bind_group: 1000,
444 /// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
445 /// max_dynamic_storage_buffers_per_pipeline_layout: 4,
446 /// max_sampled_textures_per_shader_stage: 16,
447 /// max_samplers_per_shader_stage: 16,
448 /// max_storage_buffers_per_shader_stage: 4, // *
449 /// max_storage_textures_per_shader_stage: 4,
450 /// max_uniform_buffers_per_shader_stage: 12,
451 /// max_binding_array_elements_per_shader_stage: 0,
452 /// max_binding_array_acceleration_structure_elements_per_shader_stage: 0,
453 /// max_binding_array_sampler_elements_per_shader_stage: 0,
454 /// max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
455 /// max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
456 /// max_vertex_buffers: 8,
457 /// max_vertex_attributes: 16,
458 /// max_vertex_buffer_array_stride: 2048,
459 /// max_immediate_size: 0,
460 /// min_uniform_buffer_offset_alignment: 256,
461 /// min_storage_buffer_offset_alignment: 256,
462 /// max_inter_stage_shader_variables: 15,
463 /// max_color_attachments: 4,
464 /// max_color_attachment_bytes_per_sample: 32,
465 /// max_compute_workgroup_storage_size: 16352, // *
466 /// max_compute_invocations_per_workgroup: 256,
467 /// max_compute_workgroup_size_x: 256,
468 /// max_compute_workgroup_size_y: 256,
469 /// max_compute_workgroup_size_z: 64,
470 /// max_compute_workgroups_per_dimension: 65535,
471 /// max_buffer_size: 256 << 20, // (256 MiB)
472 /// max_non_sampler_bindings: 1_000_000,
473 ///
474 /// max_task_mesh_workgroup_total_count: 0,
475 /// max_task_mesh_workgroups_per_dimension: 0,
476 /// max_task_invocations_per_workgroup: 0,
477 /// max_task_invocations_per_dimension: 0,
478 /// max_mesh_invocations_per_workgroup: 0,
479 /// max_mesh_invocations_per_dimension: 0,
480 /// max_task_payload_size: 0,
481 /// max_mesh_output_vertices: 0,
482 /// max_mesh_output_primitives: 0,
483 /// max_mesh_output_layers: 0,
484 /// max_mesh_multiview_view_count: 0,
485 ///
486 /// max_blas_primitive_count: 0,
487 /// max_blas_geometry_count: 0,
488 /// max_tlas_instance_count: 0,
489 /// max_acceleration_structures_per_shader_stage: 0,
490 ///
491 /// max_multiview_view_count: 0,
492 /// });
493 /// ```
494 #[must_use]
495 pub const fn downlevel_defaults() -> Self {
496 Self {
497 max_texture_dimension_1d: 2048,
498 max_texture_dimension_2d: 2048,
499 max_texture_dimension_3d: 256,
500 max_storage_buffers_per_shader_stage: 4,
501 max_uniform_buffer_binding_size: 16 << 10, // (16 KiB)
502 max_inter_stage_shader_variables: 15,
503 max_color_attachments: 4,
504 // see: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf#page=7
505 max_compute_workgroup_storage_size: 16352,
506 ..Self::defaults()
507 }
508 }
509
510 /// These default limits are guaranteed to be compatible with GLES-3.0, and D3D11, and WebGL2
511 ///
512 /// Those limits are as follows (different from `downlevel_defaults` are marked with +,
513 /// *'s from `downlevel_defaults` shown as well.):
514 /// ```rust
515 /// # use wgpu_types::Limits;
516 /// assert_eq!(Limits::downlevel_webgl2_defaults(), Limits {
517 /// max_texture_dimension_1d: 2048, // *
518 /// max_texture_dimension_2d: 2048, // *
519 /// max_texture_dimension_3d: 256, // *
520 /// max_texture_array_layers: 256,
521 /// max_bind_groups: 4,
522 /// max_bindings_per_bind_group: 1000,
523 /// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
524 /// max_dynamic_storage_buffers_per_pipeline_layout: 0, // +
525 /// max_sampled_textures_per_shader_stage: 16,
526 /// max_samplers_per_shader_stage: 16,
527 /// max_storage_buffers_per_shader_stage: 0, // * +
528 /// max_storage_textures_per_shader_stage: 0, // +
529 /// max_uniform_buffers_per_shader_stage: 11, // +
530 /// max_binding_array_elements_per_shader_stage: 0,
531 /// max_binding_array_acceleration_structure_elements_per_shader_stage: 0,
532 /// max_binding_array_sampler_elements_per_shader_stage: 0,
533 /// max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
534 /// max_storage_buffer_binding_size: 0, // * +
535 /// max_vertex_buffers: 8,
536 /// max_vertex_attributes: 16,
537 /// max_vertex_buffer_array_stride: 255, // +
538 /// max_immediate_size: 0,
539 /// min_uniform_buffer_offset_alignment: 256,
540 /// min_storage_buffer_offset_alignment: 256,
541 /// max_inter_stage_shader_variables: 15,
542 /// max_color_attachments: 4,
543 /// max_color_attachment_bytes_per_sample: 32,
544 /// max_compute_workgroup_storage_size: 0, // +
545 /// max_compute_invocations_per_workgroup: 0, // +
546 /// max_compute_workgroup_size_x: 0, // +
547 /// max_compute_workgroup_size_y: 0, // +
548 /// max_compute_workgroup_size_z: 0, // +
549 /// max_compute_workgroups_per_dimension: 0, // +
550 /// max_buffer_size: 256 << 20, // (256 MiB),
551 /// max_non_sampler_bindings: 1_000_000,
552 ///
553 /// max_task_mesh_workgroup_total_count: 0,
554 /// max_task_mesh_workgroups_per_dimension: 0,
555 /// max_task_invocations_per_workgroup: 0,
556 /// max_task_invocations_per_dimension: 0,
557 /// max_mesh_invocations_per_workgroup: 0,
558 /// max_mesh_invocations_per_dimension: 0,
559 /// max_task_payload_size: 0,
560 /// max_mesh_output_vertices: 0,
561 /// max_mesh_output_primitives: 0,
562 /// max_mesh_output_layers: 0,
563 /// max_mesh_multiview_view_count: 0,
564 ///
565 /// max_blas_primitive_count: 0,
566 /// max_blas_geometry_count: 0,
567 /// max_tlas_instance_count: 0,
568 /// max_acceleration_structures_per_shader_stage: 0,
569 ///
570 /// max_multiview_view_count: 0,
571 /// });
572 /// ```
573 #[must_use]
574 pub const fn downlevel_webgl2_defaults() -> Self {
575 Self {
576 max_uniform_buffers_per_shader_stage: 11,
577 max_storage_buffers_per_shader_stage: 0,
578 max_storage_textures_per_shader_stage: 0,
579 max_dynamic_storage_buffers_per_pipeline_layout: 0,
580 max_storage_buffer_binding_size: 0,
581 max_vertex_buffer_array_stride: 255,
582 max_compute_workgroup_storage_size: 0,
583 max_compute_invocations_per_workgroup: 0,
584 max_compute_workgroup_size_x: 0,
585 max_compute_workgroup_size_y: 0,
586 max_compute_workgroup_size_z: 0,
587 max_compute_workgroups_per_dimension: 0,
588
589 // Value supported by Intel Celeron B830 on Windows (OpenGL 3.1)
590 max_inter_stage_shader_variables: 15,
591
592 // Most of the values should be the same as the downlevel defaults
593 ..Self::downlevel_defaults()
594 }
595 }
596
597 /// Modify the current limits to use the resolution limits of the other.
598 ///
599 /// This is useful because the swapchain might need to be larger than any other image in the application.
600 ///
601 /// If your application only needs 512x512, you might be running on a 4k display and need extremely high resolution limits.
602 #[must_use]
603 pub const fn using_resolution(self, other: Self) -> Self {
604 Self {
605 max_texture_dimension_1d: other.max_texture_dimension_1d,
606 max_texture_dimension_2d: other.max_texture_dimension_2d,
607 max_texture_dimension_3d: other.max_texture_dimension_3d,
608 ..self
609 }
610 }
611
612 /// Modify the current limits to use the buffer alignment limits of the adapter.
613 ///
614 /// This is useful for when you'd like to dynamically use the "best" supported buffer alignments.
615 #[must_use]
616 pub const fn using_alignment(self, other: Self) -> Self {
617 Self {
618 min_uniform_buffer_offset_alignment: other.min_uniform_buffer_offset_alignment,
619 min_storage_buffer_offset_alignment: other.min_storage_buffer_offset_alignment,
620 ..self
621 }
622 }
623
624 /// The minimum guaranteed limits for acceleration structures if you enable [`Features::EXPERIMENTAL_RAY_QUERY`]
625 #[must_use]
626 pub const fn using_minimum_supported_acceleration_structure_values(self) -> Self {
627 Self {
628 max_blas_geometry_count: (1 << 24) - 1, // 2^24 - 1: Vulkan's minimum
629 max_tlas_instance_count: (1 << 24) - 1, // 2^24 - 1: Vulkan's minimum
630 max_blas_primitive_count: 1 << 28, // 2^28: Metal's minimum
631 max_acceleration_structures_per_shader_stage: 16, // Vulkan's minimum
632 ..self
633 }
634 }
635
636 /// Modify the current limits to use the acceleration structure limits of `other` (`other` could
637 /// be the limits of the adapter).
638 #[must_use]
639 pub const fn using_acceleration_structure_values(self, other: Self) -> Self {
640 Self {
641 max_blas_geometry_count: other.max_blas_geometry_count,
642 max_tlas_instance_count: other.max_tlas_instance_count,
643 max_blas_primitive_count: other.max_blas_primitive_count,
644 max_acceleration_structures_per_shader_stage: other
645 .max_acceleration_structures_per_shader_stage,
646 ..self
647 }
648 }
649
650 /// The recommended minimum limits for mesh shaders if you enable [`Features::EXPERIMENTAL_MESH_SHADER`]
651 ///
652 /// These are chosen somewhat arbitrarily. They are small enough that they should cover all physical devices,
653 /// but not necessarily all use cases.
654 #[must_use]
655 pub const fn using_recommended_minimum_mesh_shader_values(self) -> Self {
656 Self {
657 // This limitation comes from metal
658 max_task_mesh_workgroup_total_count: 1024,
659 // This is a DirectX limitation
660 max_task_mesh_workgroups_per_dimension: 256,
661 // Nvidia limit on vulkan
662 max_task_invocations_per_workgroup: 128,
663 max_task_invocations_per_dimension: 64,
664
665 // DX12 limitation, revisit for vulkan
666 max_mesh_invocations_per_workgroup: 128,
667 max_mesh_invocations_per_dimension: 128,
668
669 // Metal specifies this as its max
670 max_task_payload_size: 16384 - 32,
671 // DX12 limitation, revisit for vulkan
672 max_mesh_output_vertices: 256,
673 max_mesh_output_primitives: 256,
674 // llvmpipe once again requires this to be 8. An RTX 3060 supports well over 1024.
675 // Also DX12 vaguely suggests going over this is illegal in some cases.
676 max_mesh_output_layers: 8,
677 // llvmpipe reports 0 multiview count, which just means no multiview is allowed
678 max_mesh_multiview_view_count: 0,
679 ..self
680 }
681 }
682
683 /// Compares every limits within self is within the limits given in `allowed`.
684 ///
685 /// If you need detailed information on failures, look at [`Limits::check_limits_with_fail_fn`].
686 #[must_use]
687 pub fn check_limits(&self, allowed: &Self) -> bool {
688 let mut within = true;
689 self.check_limits_with_fail_fn(allowed, true, |_, _, _| within = false);
690 within
691 }
692
693 /// Compares every limits within self is within the limits given in `allowed`.
694 /// For an easy to use binary choice, use [`Limits::check_limits`].
695 ///
696 /// If a value is not within the allowed limit, this function calls the `fail_fn`
697 /// with the:
698 /// - limit name
699 /// - self's limit
700 /// - allowed's limit.
701 ///
702 /// If fatal is true, a single failure bails out the comparison after a single failure.
703 pub fn check_limits_with_fail_fn(
704 &self,
705 allowed: &Self,
706 fatal: bool,
707 mut fail_fn: impl FnMut(&'static str, u64, u64),
708 ) {
709 macro_rules! check_with_fail_fn {
710 ($name:ident, $ordering:expr) => {
711 let invalid_ord = $ordering.reverse();
712 if self.$name.cmp(&allowed.$name) == invalid_ord {
713 fail_fn(stringify!($name), self.$name as u64, allowed.$name as u64);
714 if fatal {
715 return;
716 }
717 }
718 };
719 }
720
721 with_limits!(check_with_fail_fn);
722 }
723
724 /// For each limit in `other` that is better than the value in `self`,
725 /// replace the value in `self` with the value from `other`.
726 ///
727 /// A request for a limit value less than the WebGPU-specified default must
728 /// be ignored. This function is used to clamp such requests to the default
729 /// value.
730 ///
731 /// This function is not for clamping requests for values beyond the
732 /// supported limits. For that purpose the desired function would be
733 /// `or_worse_values_from`.
734 #[must_use]
735 pub fn or_better_values_from(mut self, other: &Self) -> Self {
736 macro_rules! or_better_value_from {
737 ($name:ident, $ordering:expr) => {
738 match $ordering {
739 // Limits that are maximum values (most of them)
740 Ordering::Less => self.$name = self.$name.max(other.$name),
741 // Limits that are minimum values
742 Ordering::Greater => self.$name = self.$name.min(other.$name),
743 Ordering::Equal => unreachable!(),
744 }
745 };
746 }
747
748 with_limits!(or_better_value_from);
749
750 self
751 }
752
753 /// For each limit in `other` that is worse than the value in `self`,
754 /// replace the value in `self` with the value from `other`.
755 ///
756 /// This function is for clamping requests for values beyond the
757 /// supported limits.
758 #[must_use]
759 pub fn or_worse_values_from(mut self, other: &Self) -> Self {
760 macro_rules! or_worse_value_from {
761 ($name:ident, $ordering:expr) => {
762 match $ordering {
763 // Limits that are maximum values (most of them)
764 Ordering::Less => self.$name = self.$name.min(other.$name),
765 // Limits that are minimum values
766 Ordering::Greater => self.$name = self.$name.max(other.$name),
767 Ordering::Equal => unreachable!(),
768 }
769 };
770 }
771
772 with_limits!(or_worse_value_from);
773
774 self
775 }
776}
777
778/// Represents the sets of additional limits on an adapter,
779/// which take place when running on downlevel backends.
780#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
781#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
782pub struct DownlevelLimits {}
783
784#[allow(clippy::derivable_impls)]
785impl Default for DownlevelLimits {
786 fn default() -> Self {
787 DownlevelLimits {}
788 }
789}
790
791/// Lists various ways the underlying platform does not conform to the WebGPU standard.
792#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
793#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
794pub struct DownlevelCapabilities {
795 /// Combined boolean flags.
796 pub flags: DownlevelFlags,
797 /// Additional limits
798 pub limits: DownlevelLimits,
799 /// Which collections of features shaders support. Defined in terms of D3D's shader models.
800 pub shader_model: ShaderModel,
801}
802
803impl Default for DownlevelCapabilities {
804 fn default() -> Self {
805 Self {
806 flags: DownlevelFlags::all(),
807 limits: DownlevelLimits::default(),
808 shader_model: ShaderModel::Sm5,
809 }
810 }
811}
812
813impl DownlevelCapabilities {
814 /// Returns true if the underlying platform offers complete support of the baseline WebGPU standard.
815 ///
816 /// If this returns false, some parts of the API will result in validation errors where they would not normally.
817 /// These parts can be determined by the values in this structure.
818 #[must_use]
819 pub fn is_webgpu_compliant(&self) -> bool {
820 self.flags.contains(DownlevelFlags::compliant())
821 && self.limits == DownlevelLimits::default()
822 && self.shader_model >= ShaderModel::Sm5
823 }
824}
825
826bitflags::bitflags! {
827 /// Binary flags listing features that may or may not be present on downlevel adapters.
828 ///
829 /// A downlevel adapter is a GPU adapter that wgpu supports, but with potentially limited
830 /// features, due to the lack of hardware feature support.
831 ///
832 /// Flags that are **not** present for a downlevel adapter or device usually indicates
833 /// non-compliance with the WebGPU specification, but not always.
834 ///
835 /// You can check whether a set of flags is compliant through the
836 /// [`DownlevelCapabilities::is_webgpu_compliant()`] function.
837 #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
838 #[cfg_attr(feature = "serde", serde(transparent))]
839 #[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
840 pub struct DownlevelFlags: u32 {
841 /// The device supports compiling and using compute shaders.
842 ///
843 /// WebGL2, and GLES3.0 devices do not support compute.
844 const COMPUTE_SHADERS = 1 << 0;
845 /// Supports binding storage buffers and textures to fragment shaders.
846 const FRAGMENT_WRITABLE_STORAGE = 1 << 1;
847 /// Supports indirect drawing and dispatching.
848 ///
849 /// [`Self::COMPUTE_SHADERS`] must be present for this flag.
850 ///
851 /// WebGL2, GLES 3.0, and Metal on Apple1/Apple2 GPUs do not support indirect.
852 const INDIRECT_EXECUTION = 1 << 2;
853 /// Supports non-zero `base_vertex` parameter to direct indexed draw calls.
854 ///
855 /// Indirect calls, if supported, always support non-zero `base_vertex`.
856 ///
857 /// Supported by:
858 /// - Vulkan
859 /// - DX12
860 /// - Metal on Apple3+ or Mac1+
861 /// - OpenGL 3.2+
862 /// - OpenGL ES 3.2
863 const BASE_VERTEX = 1 << 3;
864 /// Supports reading from a depth/stencil texture while using it as a read-only
865 /// depth/stencil attachment.
866 ///
867 /// The WebGL2 and GLES backends do not support RODS.
868 const READ_ONLY_DEPTH_STENCIL = 1 << 4;
869 /// Supports textures with mipmaps which have a non power of two size.
870 const NON_POWER_OF_TWO_MIPMAPPED_TEXTURES = 1 << 5;
871 /// Supports textures that are cube arrays.
872 const CUBE_ARRAY_TEXTURES = 1 << 6;
873 /// Supports comparison samplers.
874 const COMPARISON_SAMPLERS = 1 << 7;
875 /// Supports different blend operations per color attachment.
876 const INDEPENDENT_BLEND = 1 << 8;
877 /// Supports storage buffers in vertex shaders.
878 const VERTEX_STORAGE = 1 << 9;
879
880 /// Supports samplers with anisotropic filtering. Note this isn't actually required by
881 /// WebGPU, the implementation is allowed to completely ignore aniso clamp. This flag is
882 /// here for native backends so they can communicate to the user of aniso is enabled.
883 ///
884 /// All backends and all devices support anisotropic filtering.
885 const ANISOTROPIC_FILTERING = 1 << 10;
886
887 /// Supports storage buffers in fragment shaders.
888 const FRAGMENT_STORAGE = 1 << 11;
889
890 /// Supports sample-rate shading.
891 const MULTISAMPLED_SHADING = 1 << 12;
892
893 /// Supports copies between depth textures and buffers.
894 ///
895 /// GLES/WebGL don't support this.
896 const DEPTH_TEXTURE_AND_BUFFER_COPIES = 1 << 13;
897
898 /// Supports all the texture usages described in WebGPU. If this isn't supported, you
899 /// should call `get_texture_format_features` to get how you can use textures of a given format
900 const WEBGPU_TEXTURE_FORMAT_SUPPORT = 1 << 14;
901
902 /// Supports buffer bindings with sizes that aren't a multiple of 16.
903 ///
904 /// WebGL doesn't support this.
905 const BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED = 1 << 15;
906
907 /// Supports buffers to combine [`BufferUsages::INDEX`] with usages other than [`BufferUsages::COPY_DST`] and [`BufferUsages::COPY_SRC`].
908 /// Furthermore, in absence of this feature it is not allowed to copy index buffers from/to buffers with a set of usage flags containing
909 /// [`BufferUsages::VERTEX`]/[`BufferUsages::UNIFORM`]/[`BufferUsages::STORAGE`] or [`BufferUsages::INDIRECT`].
910 ///
911 /// WebGL doesn't support this.
912 const UNRESTRICTED_INDEX_BUFFER = 1 << 16;
913
914 /// Supports full 32-bit range indices (2^32-1 as opposed to 2^24-1 without this flag)
915 ///
916 /// Corresponds to Vulkan's `VkPhysicalDeviceFeatures.fullDrawIndexUint32`
917 const FULL_DRAW_INDEX_UINT32 = 1 << 17;
918
919 /// Supports depth bias clamping
920 ///
921 /// Corresponds to Vulkan's `VkPhysicalDeviceFeatures.depthBiasClamp`
922 const DEPTH_BIAS_CLAMP = 1 << 18;
923
924 /// Supports specifying which view format values are allowed when create_view() is called on a texture.
925 ///
926 /// The WebGL and GLES backends doesn't support this.
927 const VIEW_FORMATS = 1 << 19;
928
929 /// With this feature not present, there are the following restrictions on `Queue::copy_external_image_to_texture`:
930 /// - The source must not be [`web_sys::OffscreenCanvas`]
931 /// - [`CopyExternalImageSourceInfo::origin`] must be zero.
932 /// - [`CopyExternalImageDestInfo::color_space`] must be srgb.
933 /// - If the source is an [`web_sys::ImageBitmap`]:
934 /// - [`CopyExternalImageSourceInfo::flip_y`] must be false.
935 /// - [`CopyExternalImageDestInfo::premultiplied_alpha`] must be false.
936 ///
937 /// WebGL doesn't support this. WebGPU does.
938 const UNRESTRICTED_EXTERNAL_TEXTURE_COPIES = 1 << 20;
939
940 /// Supports specifying which view formats are allowed when calling create_view on the texture returned by
941 /// `Surface::get_current_texture`.
942 ///
943 /// The GLES/WebGL and Vulkan on Android doesn't support this.
944 const SURFACE_VIEW_FORMATS = 1 << 21;
945
946 /// If this is true, calls to `CommandEncoder::resolve_query_set` will be performed on the queue timeline.
947 ///
948 /// If this is false, calls to `CommandEncoder::resolve_query_set` will be performed on the device (i.e. cpu) timeline
949 /// and will block that timeline until the query has data. You may work around this limitation by waiting until the submit
950 /// whose queries you are resolving is fully finished (through use of `queue.on_submitted_work_done`) and only
951 /// then submitting the resolve_query_set command. The queries will be guaranteed finished, so will not block.
952 ///
953 /// Supported by:
954 /// - Vulkan,
955 /// - DX12
956 /// - Metal
957 /// - OpenGL 4.4+
958 ///
959 /// Not Supported by:
960 /// - GL ES / WebGL
961 const NONBLOCKING_QUERY_RESOLVE = 1 << 22;
962
963 /// Allows shaders to use `quantizeToF16`, `pack2x16float`, and `unpack2x16float`, which
964 /// operate on `f16`-precision values stored in `f32`s.
965 ///
966 /// Not supported by Vulkan on Mesa when [`Features::SHADER_F16`] is absent.
967 const SHADER_F16_IN_F32 = 1 << 23;
968 }
969}
970
971impl DownlevelFlags {
972 /// All flags that indicate if the backend is WebGPU compliant
973 #[must_use]
974 pub const fn compliant() -> Self {
975 // We use manual bit twiddling to make this a const fn as `Sub` and `.remove` aren't const
976
977 // WebGPU doesn't actually require aniso
978 Self::from_bits_truncate(Self::all().bits() & !Self::ANISOTROPIC_FILTERING.bits())
979 }
980}
981
982/// Collections of shader features a device supports if they support less than WebGPU normally allows.
983// TODO: Fill out the differences between shader models more completely
984#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
985#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
986pub enum ShaderModel {
987 /// Extremely limited shaders, including a total instruction limit.
988 Sm2,
989 /// Missing minor features and storage images.
990 Sm4,
991 /// WebGPU supports shader module 5.
992 Sm5,
993}