Struct wgpu::Limits[][src]

#[repr(C)]
pub struct Limits {
Show 18 fields pub max_texture_dimension_1d: u32, pub max_texture_dimension_2d: u32, pub max_texture_dimension_3d: u32, pub max_texture_array_layers: u32, pub max_bind_groups: u32, pub max_dynamic_uniform_buffers_per_pipeline_layout: u32, pub max_dynamic_storage_buffers_per_pipeline_layout: u32, pub max_sampled_textures_per_shader_stage: u32, pub max_samplers_per_shader_stage: u32, pub max_storage_buffers_per_shader_stage: u32, pub max_storage_textures_per_shader_stage: u32, pub max_uniform_buffers_per_shader_stage: u32, pub max_uniform_buffer_binding_size: u32, pub max_storage_buffer_binding_size: u32, pub max_vertex_buffers: u32, pub max_vertex_attributes: u32, pub max_vertex_buffer_array_stride: u32, pub max_push_constant_size: u32,
}
Expand description

Represents the sets of limits an adapter/device supports.

We provide two different defaults.

  • `Limits::downlevel_defaults(). This is a set of limits that is guaranteed to work on all backends, including “downlevel” backends such as OpenGL and D3D11. For most applications we recommend using these limits, assuming they are high enough for your application.
  • Limits::default(). This is the set of limits that is guaranteed to work on all modern backends and is guaranteed to be supported by WebGPU. Applications needing more modern features can use this as a reasonable set of limits if they are targeting only desktop and modern mobile devices.

We recommend starting with the most restrictive limits you can and manually increasing the limits you need boosted. This will let you stay running on all hardware that supports the limits you need.

Limits “better” than the default must be supported by the adapter and requested when requesting a device. If limits “better” than the adapter supports are requested, requesting a device will panic. Once a device is requested, you may only use resources up to the limits requested even if the adapter supports “better” limits.

Requesting limits that are “better” than you need may cause performance to decrease because the implementation needs to support more than is needed. You should ideally only request exactly what you need.

See also: https://gpuweb.github.io/gpuweb/#dictdef-gpulimits

Fields

max_texture_dimension_1d: u32

Maximum allowed value for the size.width of a texture created with TextureDimension::D1. Defaults to 8192. Higher is “better”.

max_texture_dimension_2d: u32

Maximum allowed value for the size.width and size.height of a texture created with TextureDimension::D2. Defaults to 8192. Higher is “better”.

max_texture_dimension_3d: u32

Maximum allowed value for the size.width, size.height, and size.depth_or_array_layers of a texture created with TextureDimension::D3. Defaults to 2048. Higher is “better”.

max_texture_array_layers: u32

Maximum allowed value for the size.depth_or_array_layers of a texture created with TextureDimension::D1 or TextureDimension::D2. Defaults to 2048. Higher is “better”.

max_bind_groups: u32

Amount of bind groups that can be attached to a pipeline at the same time. Defaults to 4. Higher is “better”.

max_dynamic_uniform_buffers_per_pipeline_layout: u32

Amount of uniform buffer bindings that can be dynamic in a single pipeline. Defaults to 8. Higher is “better”.

max_dynamic_storage_buffers_per_pipeline_layout: u32

Amount of storage buffer bindings that can be dynamic in a single pipeline. Defaults to 4. Higher is “better”.

max_sampled_textures_per_shader_stage: u32

Amount of sampled textures visible in a single shader stage. Defaults to 16. Higher is “better”.

max_samplers_per_shader_stage: u32

Amount of samplers visible in a single shader stage. Defaults to 16. Higher is “better”.

max_storage_buffers_per_shader_stage: u32

Amount of storage buffers visible in a single shader stage. Defaults to 4. Higher is “better”.

max_storage_textures_per_shader_stage: u32

Amount of storage textures visible in a single shader stage. Defaults to 4. Higher is “better”.

max_uniform_buffers_per_shader_stage: u32

Amount of uniform buffers visible in a single shader stage. Defaults to 12. Higher is “better”.

max_uniform_buffer_binding_size: u32

Maximum size in bytes of a binding to a uniform buffer. Defaults to 16384. Higher is “better”.

max_storage_buffer_binding_size: u32

Maximum size in bytes of a binding to a storage buffer. Defaults to 128 MB. Higher is “better”.

max_vertex_buffers: u32

Maximum length of VertexState::buffers when creating a RenderPipeline. Defaults to 8. Higher is “better”.

max_vertex_attributes: u32

Maximum length of VertexBufferLayout::attributes, summed over all VertexState::buffers, when creating a RenderPipeline. Defaults to 16. Higher is “better”.

max_vertex_buffer_array_stride: u32

Maximum value for VertexBufferLayout::array_stride when creating a RenderPipeline. Defaults to 2048. Higher is “better”.

max_push_constant_size: u32

Amount of storage available for push constants in bytes. Defaults to 0. Higher is “better”. Requesting more than 0 during device creation requires Features::PUSH_CONSTANTS to be enabled.

Expect the size to be:

  • Vulkan: 128-256 bytes
  • DX12: 256 bytes
  • Metal: 4096 bytes
  • DX11 & OpenGL don’t natively support push constants, and are emulated with uniforms, so this number is less useful but likely 256.

Implementations

These default limits are guaranteed to be compatible with GLES3, WebGL, and D3D11

Modify the current limits to use the resolution limits of the other.

This is useful because the swapchain might need to be larger than any other image in the application.

If your application only needs 512x512, you might be running on a 4k display and need extremely high resolution limits.

Trait Implementations

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This method tests for self and other values to be equal, and is used by ==. Read more

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This method tests less than (for self and other) and is used by the < operator. Read more

This method tests less than or equal to (for self and other) and is used by the <= operator. Read more

This method tests greater than (for self and other) and is used by the > operator. Read more

This method tests greater than or equal to (for self and other) and is used by the >= operator. Read more

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations

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