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_2d, Ordering::Less);
22 $macro_name!(max_texture_dimension_3d, Ordering::Less);
23 $macro_name!(max_texture_array_layers, Ordering::Less);
24 $macro_name!(max_bind_groups, Ordering::Less);
25 $macro_name!(max_bind_groups_plus_vertex_buffers, 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!(
46 max_binding_array_sampler_elements_per_shader_stage,
47 Ordering::Less
48 );
49
50 $macro_name!(max_uniform_buffer_binding_size, Ordering::Less);
51 $macro_name!(max_storage_buffer_binding_size, Ordering::Less);
52 $macro_name!(max_vertex_buffers, Ordering::Less);
53 $macro_name!(max_buffer_size, Ordering::Less);
54 $macro_name!(max_vertex_attributes, Ordering::Less);
55 $macro_name!(max_vertex_buffer_array_stride, Ordering::Less);
56 $macro_name!(max_inter_stage_shader_variables, Ordering::Less);
57 $macro_name!(min_uniform_buffer_offset_alignment, Ordering::Greater);
58 $macro_name!(min_storage_buffer_offset_alignment, Ordering::Greater);
59 $macro_name!(max_color_attachments, Ordering::Less);
60 $macro_name!(max_color_attachment_bytes_per_sample, Ordering::Less);
61 $macro_name!(max_compute_workgroup_storage_size, Ordering::Less);
62 $macro_name!(max_compute_invocations_per_workgroup, Ordering::Less);
63 $macro_name!(max_compute_workgroup_size_x, Ordering::Less);
64 $macro_name!(max_compute_workgroup_size_y, Ordering::Less);
65 $macro_name!(max_compute_workgroup_size_z, Ordering::Less);
66 $macro_name!(max_compute_workgroups_per_dimension, Ordering::Less);
67
68 $macro_name!(max_immediate_size, Ordering::Less);
69 $macro_name!(max_non_sampler_bindings, Ordering::Less);
70
71 $macro_name!(max_task_workgroup_total_count, Ordering::Less);
72 $macro_name!(max_task_workgroups_per_dimension, Ordering::Less);
73 $macro_name!(max_mesh_workgroup_total_count, Ordering::Less);
74 $macro_name!(max_mesh_workgroups_per_dimension, Ordering::Less);
75 $macro_name!(max_task_invocations_per_workgroup, Ordering::Less);
76 $macro_name!(max_task_invocations_per_dimension, Ordering::Less);
77 $macro_name!(max_mesh_invocations_per_workgroup, Ordering::Less);
78 $macro_name!(max_mesh_invocations_per_dimension, Ordering::Less);
79
80 $macro_name!(max_task_payload_size, Ordering::Less);
81 $macro_name!(max_mesh_output_vertices, Ordering::Less);
82 $macro_name!(max_mesh_output_primitives, Ordering::Less);
83 $macro_name!(max_mesh_output_layers, Ordering::Less);
84 $macro_name!(max_mesh_multiview_view_count, Ordering::Less);
85
86 $macro_name!(max_blas_primitive_count, Ordering::Less);
87 $macro_name!(max_blas_geometry_count, Ordering::Less);
88 $macro_name!(max_tlas_instance_count, Ordering::Less);
89 $macro_name!(max_acceleration_structures_per_shader_stage, Ordering::Less);
90
91 $macro_name!(max_multiview_view_count, Ordering::Less);
92 };
93}
94
95/// Represents the sets of limits an adapter/device supports.
96///
97/// We provide three different defaults.
98/// - [`Limits::downlevel_defaults()`]. This is a set of limits that is guaranteed to work on almost
99/// all backends, including the "downlevel" OpenGL backend, but excluding WebGL2. For
100/// most applications we recommend using these limits, assuming they are high enough for your
101/// application, and you do not intend to support WebGL.
102/// - [`Limits::downlevel_webgl2_defaults()`] This is a set of limits that is lower even than the
103/// [`downlevel_defaults()`], configured to be low enough to support running in the browser using
104/// WebGL2.
105/// - [`Limits::default()`]. This is the set of limits that is guaranteed to work on all modern
106/// backends and is guaranteed to be supported by WebGPU. Applications needing more modern
107/// features can use this as a reasonable set of limits if they are targeting only desktop and
108/// modern mobile devices.
109///
110/// We recommend starting with the most restrictive limits you can and manually increasing the
111/// limits you need boosted. This will let you stay running on all hardware that supports the limits
112/// you need.
113///
114/// Limits "better" than the default must be supported by the adapter and requested when requesting
115/// a device. If limits "better" than the adapter supports are requested, requesting a device will
116/// panic. Once a device is requested, you may only use resources up to the limits requested _even_
117/// if the adapter supports "better" limits.
118///
119/// Requesting limits that are "better" than you need may cause performance to decrease because the
120/// implementation needs to support more than is needed. You should ideally only request exactly
121/// what you need.
122///
123/// Corresponds to [WebGPU `GPUSupportedLimits`](
124/// https://gpuweb.github.io/gpuweb/#gpusupportedlimits).
125///
126/// [`downlevel_defaults()`]: Limits::downlevel_defaults
127#[repr(C)]
128#[derive(Clone, Debug, PartialEq, Eq, Hash)]
129#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
130#[cfg_attr(feature = "serde", serde(rename_all = "camelCase", default))]
131pub struct Limits {
132 /// Maximum allowed value for the `size.width` of a texture created with `TextureDimension::D1`.
133 /// Defaults to 8192. Higher is "better".
134 #[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension1D"))]
135 pub max_texture_dimension_1d: u32,
136 /// Maximum allowed value for the `size.width` and `size.height` of a texture created with `TextureDimension::D2`.
137 /// Defaults to 8192. Higher is "better".
138 #[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension2D"))]
139 pub max_texture_dimension_2d: u32,
140 /// Maximum allowed value for the `size.width`, `size.height`, and `size.depth_or_array_layers`
141 /// of a texture created with `TextureDimension::D3`.
142 /// Defaults to 2048. Higher is "better".
143 #[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension3D"))]
144 pub max_texture_dimension_3d: u32,
145 /// Maximum allowed value for the `size.depth_or_array_layers` of a texture created with `TextureDimension::D2`.
146 /// Defaults to 256. Higher is "better".
147 pub max_texture_array_layers: u32,
148 /// Amount of bind groups that can be attached to a pipeline at the same time. Defaults to 4. Higher is "better".
149 pub max_bind_groups: u32,
150 /// The maximum number of bind group and vertex buffer slots used simultaneously, counting any empty slots below the highest index.
151 /// Defaults to 24. Higher is "better".
152 pub max_bind_groups_plus_vertex_buffers: u32,
153 /// Maximum binding index allowed in `create_bind_group_layout`. Defaults to 1000. Higher is "better".
154 pub max_bindings_per_bind_group: u32,
155 /// Amount of uniform buffer bindings that can be dynamic in a single pipeline. Defaults to 8. Higher is "better".
156 pub max_dynamic_uniform_buffers_per_pipeline_layout: u32,
157 /// Amount of storage buffer bindings that can be dynamic in a single pipeline. Defaults to 4. Higher is "better".
158 pub max_dynamic_storage_buffers_per_pipeline_layout: u32,
159 /// Amount of sampled textures visible in a single shader stage. Defaults to 16. Higher is "better".
160 pub max_sampled_textures_per_shader_stage: u32,
161 /// Amount of samplers visible in a single shader stage. Defaults to 16. Higher is "better".
162 pub max_samplers_per_shader_stage: u32,
163 /// Amount of storage buffers visible in a single shader stage. Defaults to 8. Higher is "better".
164 pub max_storage_buffers_per_shader_stage: u32,
165 /// Amount of storage textures visible in a single shader stage. Defaults to 4. Higher is "better".
166 pub max_storage_textures_per_shader_stage: u32,
167 /// Amount of uniform buffers visible in a single shader stage. Defaults to 12. Higher is "better".
168 pub max_uniform_buffers_per_shader_stage: u32,
169 /// Amount of individual resources within binding arrays that can be accessed in a single shader stage. Applies
170 /// to all types of bindings except samplers.
171 ///
172 /// This "defaults" to 0. However if binding arrays are supported, all devices can support 500,000. Higher is "better".
173 pub max_binding_array_elements_per_shader_stage: u32,
174 /// Amount of individual acceleration structures within binding arrays that can be accessed in a single shader stage.
175 ///
176 /// This "defaults" to 0. Higher is "better".
177 pub max_binding_array_acceleration_structure_elements_per_shader_stage: u32,
178 /// Amount of individual samplers within binding arrays that can be accessed in a single shader stage.
179 ///
180 /// This "defaults" to 0. However if binding arrays are supported, all devices can support 1,000. Higher is "better".
181 pub max_binding_array_sampler_elements_per_shader_stage: u32,
182 /// Maximum size in bytes of a binding to a uniform buffer. Defaults to 64 KiB. Higher is "better".
183 pub max_uniform_buffer_binding_size: u64,
184 /// Maximum size in bytes of a binding to a storage buffer. Defaults to 128 MiB. Higher is "better".
185 pub max_storage_buffer_binding_size: u64,
186 /// Maximum length of `VertexState::buffers` when creating a `RenderPipeline`.
187 /// Defaults to 8. Higher is "better".
188 pub max_vertex_buffers: u32,
189 /// A limit above which buffer allocations are guaranteed to fail.
190 /// Defaults to 256 MiB. Higher is "better".
191 ///
192 /// Buffer allocations below the maximum buffer size may not succeed depending on available memory,
193 /// fragmentation and other factors.
194 pub max_buffer_size: u64,
195 /// Maximum length of `VertexBufferLayout::attributes`, summed over all `VertexState::buffers`,
196 /// when creating a `RenderPipeline`.
197 /// Defaults to 16. Higher is "better".
198 pub max_vertex_attributes: u32,
199 /// Maximum value for `VertexBufferLayout::array_stride` when creating a `RenderPipeline`.
200 /// Defaults to 2048. Higher is "better".
201 pub max_vertex_buffer_array_stride: u32,
202 /// Maximum value for the number of input or output variables for inter-stage communication
203 /// (like vertex outputs or fragment inputs) `@location(…)`s (in WGSL parlance)
204 /// when creating a `RenderPipeline`.
205 /// Defaults to 16. Higher is "better".
206 pub max_inter_stage_shader_variables: u32,
207 /// Required `BufferBindingType::Uniform` alignment for `BufferBinding::offset`
208 /// when creating a `BindGroup`, or for `set_bind_group` `dynamicOffsets`.
209 /// Defaults to 256. Lower is "better".
210 pub min_uniform_buffer_offset_alignment: u32,
211 /// Required `BufferBindingType::Storage` alignment for `BufferBinding::offset`
212 /// when creating a `BindGroup`, or for `set_bind_group` `dynamicOffsets`.
213 /// Defaults to 256. Lower is "better".
214 pub min_storage_buffer_offset_alignment: u32,
215 /// The maximum allowed number of color attachments.
216 pub max_color_attachments: u32,
217 /// The maximum number of bytes necessary to hold one sample (pixel or subpixel) of render
218 /// pipeline output data, across all color attachments as described by [`TextureFormat::target_pixel_byte_cost`]
219 /// and [`TextureFormat::target_component_alignment`]. Defaults to 32. Higher is "better".
220 ///
221 /// ⚠️ `Rgba8Unorm`/`Rgba8Snorm`/`Bgra8Unorm`/`Bgra8Snorm` are deceptively 8 bytes per sample. ⚠️
222 pub max_color_attachment_bytes_per_sample: u32,
223 /// Maximum number of bytes used for workgroup memory in a compute entry point. Defaults to
224 /// 16384. Higher is "better".
225 pub max_compute_workgroup_storage_size: u32,
226 /// Maximum value of the product of the `workgroup_size` dimensions for a compute entry-point.
227 /// Defaults to 256. Higher is "better".
228 pub max_compute_invocations_per_workgroup: u32,
229 /// The maximum value of the `workgroup_size` X dimension for a compute stage `ShaderModule` entry-point.
230 /// Defaults to 256. Higher is "better".
231 pub max_compute_workgroup_size_x: u32,
232 /// The maximum value of the `workgroup_size` Y dimension for a compute stage `ShaderModule` entry-point.
233 /// Defaults to 256. Higher is "better".
234 pub max_compute_workgroup_size_y: u32,
235 /// The maximum value of the `workgroup_size` Z dimension for a compute stage `ShaderModule` entry-point.
236 /// Defaults to 64. Higher is "better".
237 pub max_compute_workgroup_size_z: u32,
238 /// The maximum value for each dimension of a `ComputePass::dispatch_workgroups(x, y, z)` operation.
239 /// Defaults to 65535. Higher is "better".
240 pub max_compute_workgroups_per_dimension: u32,
241
242 /// Amount of storage available for immediates in bytes. Defaults to 0. Higher is "better".
243 /// Requesting more than 0 during device creation requires [`Features::IMMEDIATES`] to be enabled.
244 ///
245 /// Expect the size to be:
246 /// - Vulkan: 128-256 bytes
247 /// - DX12: 128 bytes
248 /// - Metal: 4096 bytes
249 /// - OpenGL doesn't natively support immediates, and are emulated with uniforms,
250 /// so this number is less useful but likely 256.
251 pub max_immediate_size: u32,
252 /// Maximum number of live non-sampler bindings.
253 ///
254 /// <div class="warning">
255 /// The default value is **1_000_000**, On systems with integrated GPUs (iGPUs)—particularly on Windows using the D3D12
256 /// backend—this can lead to significant system RAM consumption since iGPUs share system memory directly with the CPU.
257 /// </div>
258 ///
259 /// This limit only affects the d3d12 backend. Using a large number will allow the device
260 /// to create many bind groups at the cost of a large up-front allocation at device creation.
261 pub max_non_sampler_bindings: u32,
262
263 /// The maximum total value for a `RenderPass::draw_mesh_tasks(x, y, z)` call on a mesh pipeline with a task shader.
264 /// Higher is "better".
265 pub max_task_workgroup_total_count: u32,
266 /// The maximum value for each dimension of a `RenderPass::draw_mesh_tasks(x, y, z)` call on a mesh pipeline with a task shader.
267 /// Higher is "better".
268 pub max_task_workgroups_per_dimension: u32,
269 /// The maximum product of arguments of a `RenderPass::draw_mesh_tasks(x, y, z)` operation on a mesh shader pipeline
270 /// without task shaders.
271 /// Also for task shader outputs. Higher is "better".
272 pub max_mesh_workgroup_total_count: u32,
273 /// The maximum value for each dimension of a `RenderPass::draw_mesh_tasks(x, y, z)` operation on a mesh shader pipeline
274 /// without task shaders.
275 /// Also for task shader outputs. Higher is "better".
276 pub max_mesh_workgroups_per_dimension: u32,
277 // These are fundamentally different. It is very common for limits on mesh shaders to be much lower.
278 /// Maximum total number of invocations, or threads, per task shader workgroup. Higher is "better".
279 pub max_task_invocations_per_workgroup: u32,
280 /// The maximum value for each dimension of a task shader's workgroup size. Higher is "better".
281 pub max_task_invocations_per_dimension: u32,
282 /// Maximum total number of invocations, or threads, per mesh shader workgroup. Higher is "better".
283 pub max_mesh_invocations_per_workgroup: u32,
284 /// The maximum value for each dimension of a mesh shader's workgroup size. Higher is "better".
285 pub max_mesh_invocations_per_dimension: u32,
286
287 /// The maximum size of the payload passed from task to mesh shader. Higher is "better".
288 pub max_task_payload_size: u32,
289 /// The maximum number of vertices that a mesh shader may output. Higher is "better".
290 pub max_mesh_output_vertices: u32,
291 /// The maximum number of primitives that a mesh shader may output. Higher is "better".
292 pub max_mesh_output_primitives: u32,
293 /// The maximum number of layers that can be output from a mesh shader. Higher is "better".
294 /// See [#8509](https://github.com/gfx-rs/wgpu/issues/8509).
295 pub max_mesh_output_layers: u32,
296 /// The maximum number of views that can be used by a mesh shader in multiview rendering.
297 /// Higher is "better".
298 pub max_mesh_multiview_view_count: u32,
299
300 /// The maximum number of primitive (ex: triangles, aabbs) a BLAS is allowed to have. Requesting
301 /// more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
302 /// is enabled.
303 pub max_blas_primitive_count: u32,
304 /// The maximum number of geometry descriptors a BLAS is allowed to have. Requesting
305 /// more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
306 /// is enabled.
307 pub max_blas_geometry_count: u32,
308 /// The maximum number of instances a TLAS is allowed to have. Requesting more than 0 during
309 /// device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
310 /// is enabled.
311 pub max_tlas_instance_count: u32,
312 /// The maximum number of acceleration structures allowed to be used in a shader stage.
313 /// Requesting more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
314 /// is enabled.
315 pub max_acceleration_structures_per_shader_stage: u32,
316
317 /// The maximum number of views that can be used in multiview rendering
318 pub max_multiview_view_count: u32,
319}
320
321impl Default for Limits {
322 fn default() -> Self {
323 Self::defaults()
324 }
325}
326
327impl Limits {
328 /// These default limits are guaranteed to to work on all modern
329 /// backends and guaranteed to be supported by WebGPU
330 ///
331 /// Those limits are as follows:
332 /// ```rust
333 /// # use wgpu_types::Limits;
334 /// assert_eq!(Limits::defaults(), Limits {
335 /// max_texture_dimension_1d: 8192,
336 /// max_texture_dimension_2d: 8192,
337 /// max_texture_dimension_3d: 2048,
338 /// max_texture_array_layers: 256,
339 /// max_bind_groups: 4,
340 /// max_bind_groups_plus_vertex_buffers: 24,
341 /// max_bindings_per_bind_group: 1000,
342 /// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
343 /// max_dynamic_storage_buffers_per_pipeline_layout: 4,
344 /// max_sampled_textures_per_shader_stage: 16,
345 /// max_samplers_per_shader_stage: 16,
346 /// max_storage_buffers_per_shader_stage: 8,
347 /// max_storage_textures_per_shader_stage: 4,
348 /// max_uniform_buffers_per_shader_stage: 12,
349 /// max_binding_array_elements_per_shader_stage: 0,
350 /// max_binding_array_acceleration_structure_elements_per_shader_stage: 0,
351 /// max_binding_array_sampler_elements_per_shader_stage: 0,
352 /// max_uniform_buffer_binding_size: 64 << 10, // (64 KiB)
353 /// max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
354 /// max_vertex_buffers: 8,
355 /// max_buffer_size: 256 << 20, // (256 MiB)
356 /// max_vertex_attributes: 16,
357 /// max_vertex_buffer_array_stride: 2048,
358 /// max_inter_stage_shader_variables: 16,
359 /// min_uniform_buffer_offset_alignment: 256,
360 /// min_storage_buffer_offset_alignment: 256,
361 /// max_color_attachments: 8,
362 /// max_color_attachment_bytes_per_sample: 32,
363 /// max_compute_workgroup_storage_size: 16384,
364 /// max_compute_invocations_per_workgroup: 256,
365 /// max_compute_workgroup_size_x: 256,
366 /// max_compute_workgroup_size_y: 256,
367 /// max_compute_workgroup_size_z: 64,
368 /// max_compute_workgroups_per_dimension: 65535,
369 /// max_immediate_size: 0,
370 /// max_non_sampler_bindings: 1_000_000,
371 /// max_task_workgroup_total_count: 0,
372 /// max_task_workgroups_per_dimension: 0,
373 /// max_mesh_workgroup_total_count: 0,
374 /// max_mesh_workgroups_per_dimension: 0,
375 /// max_task_invocations_per_workgroup: 0,
376 /// max_task_invocations_per_dimension: 0,
377 /// max_mesh_invocations_per_workgroup: 0,
378 /// max_mesh_invocations_per_dimension: 0,
379 /// max_task_payload_size: 0,
380 /// max_mesh_output_vertices: 0,
381 /// max_mesh_output_primitives: 0,
382 /// max_mesh_output_layers: 0,
383 /// max_mesh_multiview_view_count: 0,
384 /// max_blas_primitive_count: 0,
385 /// max_blas_geometry_count: 0,
386 /// max_tlas_instance_count: 0,
387 /// max_acceleration_structures_per_shader_stage: 0,
388 /// max_multiview_view_count: 0,
389 /// });
390 /// ```
391 ///
392 /// Rust doesn't allow const in trait implementations, so we break this out
393 /// to allow reusing these defaults in const contexts
394 #[must_use]
395 pub const fn defaults() -> Self {
396 Self {
397 max_texture_dimension_1d: 8192,
398 max_texture_dimension_2d: 8192,
399 max_texture_dimension_3d: 2048,
400 max_texture_array_layers: 256,
401 max_bind_groups: 4,
402 max_bind_groups_plus_vertex_buffers: 24,
403 max_bindings_per_bind_group: 1000,
404 max_dynamic_uniform_buffers_per_pipeline_layout: 8,
405 max_dynamic_storage_buffers_per_pipeline_layout: 4,
406 max_sampled_textures_per_shader_stage: 16,
407 max_samplers_per_shader_stage: 16,
408 max_storage_buffers_per_shader_stage: 8,
409 max_storage_textures_per_shader_stage: 4,
410 max_uniform_buffers_per_shader_stage: 12,
411 max_binding_array_elements_per_shader_stage: 0,
412 max_binding_array_acceleration_structure_elements_per_shader_stage: 0,
413 max_binding_array_sampler_elements_per_shader_stage: 0,
414 max_uniform_buffer_binding_size: 64 << 10, // (64 KiB)
415 max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
416 max_vertex_buffers: 8,
417 max_buffer_size: 256 << 20, // (256 MiB)
418 max_vertex_attributes: 16,
419 max_vertex_buffer_array_stride: 2048,
420 max_inter_stage_shader_variables: 16,
421 min_uniform_buffer_offset_alignment: 256,
422 min_storage_buffer_offset_alignment: 256,
423 max_color_attachments: 8,
424 max_color_attachment_bytes_per_sample: 32,
425 max_compute_workgroup_storage_size: 16384,
426 max_compute_invocations_per_workgroup: 256,
427 max_compute_workgroup_size_x: 256,
428 max_compute_workgroup_size_y: 256,
429 max_compute_workgroup_size_z: 64,
430 max_compute_workgroups_per_dimension: 65535,
431 max_immediate_size: 0,
432 max_non_sampler_bindings: 1_000_000,
433
434 max_task_workgroup_total_count: 0,
435 max_task_workgroups_per_dimension: 0,
436 max_mesh_workgroup_total_count: 0,
437 max_mesh_workgroups_per_dimension: 0,
438 max_task_invocations_per_workgroup: 0,
439 max_task_invocations_per_dimension: 0,
440 max_mesh_invocations_per_workgroup: 0,
441 max_mesh_invocations_per_dimension: 0,
442 max_task_payload_size: 0,
443 max_mesh_output_vertices: 0,
444 max_mesh_output_primitives: 0,
445 max_mesh_output_layers: 0,
446 max_mesh_multiview_view_count: 0,
447
448 max_blas_primitive_count: 0,
449 max_blas_geometry_count: 0,
450 max_tlas_instance_count: 0,
451 max_acceleration_structures_per_shader_stage: 0,
452
453 max_multiview_view_count: 0,
454 }
455 }
456
457 /// These default limits are guaranteed to be compatible with GLES-3.1.
458 ///
459 /// Those limits are as follows (different from default are marked with *):
460 /// ```rust
461 /// # use wgpu_types::Limits;
462 /// assert_eq!(Limits::downlevel_defaults(), Limits {
463 /// max_texture_dimension_1d: 2048, // *
464 /// max_texture_dimension_2d: 2048, // *
465 /// max_texture_dimension_3d: 256, // *
466 /// max_texture_array_layers: 256,
467 /// max_bind_groups: 4,
468 /// max_bind_groups_plus_vertex_buffers: 24,
469 /// max_bindings_per_bind_group: 1000,
470 /// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
471 /// max_dynamic_storage_buffers_per_pipeline_layout: 4,
472 /// max_sampled_textures_per_shader_stage: 16,
473 /// max_samplers_per_shader_stage: 16,
474 /// max_storage_buffers_per_shader_stage: 4, // *
475 /// max_storage_textures_per_shader_stage: 4,
476 /// max_uniform_buffers_per_shader_stage: 12,
477 /// max_binding_array_elements_per_shader_stage: 0,
478 /// max_binding_array_acceleration_structure_elements_per_shader_stage: 0,
479 /// max_binding_array_sampler_elements_per_shader_stage: 0,
480 /// max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
481 /// max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
482 /// max_vertex_buffers: 8,
483 /// max_vertex_attributes: 16,
484 /// max_vertex_buffer_array_stride: 2048,
485 /// max_immediate_size: 0,
486 /// min_uniform_buffer_offset_alignment: 256,
487 /// min_storage_buffer_offset_alignment: 256,
488 /// max_inter_stage_shader_variables: 15,
489 /// max_color_attachments: 4,
490 /// max_color_attachment_bytes_per_sample: 32,
491 /// max_compute_workgroup_storage_size: 16352, // *
492 /// max_compute_invocations_per_workgroup: 256,
493 /// max_compute_workgroup_size_x: 256,
494 /// max_compute_workgroup_size_y: 256,
495 /// max_compute_workgroup_size_z: 64,
496 /// max_compute_workgroups_per_dimension: 65535,
497 /// max_buffer_size: 256 << 20, // (256 MiB)
498 /// max_non_sampler_bindings: 1_000_000,
499 ///
500 /// max_task_workgroup_total_count: 0,
501 /// max_task_workgroups_per_dimension: 0,
502 /// max_mesh_workgroup_total_count: 0,
503 /// max_mesh_workgroups_per_dimension: 0,
504 /// max_task_invocations_per_workgroup: 0,
505 /// max_task_invocations_per_dimension: 0,
506 /// max_mesh_invocations_per_workgroup: 0,
507 /// max_mesh_invocations_per_dimension: 0,
508 /// max_task_payload_size: 0,
509 /// max_mesh_output_vertices: 0,
510 /// max_mesh_output_primitives: 0,
511 /// max_mesh_output_layers: 0,
512 /// max_mesh_multiview_view_count: 0,
513 ///
514 /// max_blas_primitive_count: 0,
515 /// max_blas_geometry_count: 0,
516 /// max_tlas_instance_count: 0,
517 /// max_acceleration_structures_per_shader_stage: 0,
518 ///
519 /// max_multiview_view_count: 0,
520 /// });
521 /// ```
522 #[must_use]
523 pub const fn downlevel_defaults() -> Self {
524 Self {
525 max_texture_dimension_1d: 2048,
526 max_texture_dimension_2d: 2048,
527 max_texture_dimension_3d: 256,
528 max_storage_buffers_per_shader_stage: 4,
529 max_uniform_buffer_binding_size: 16 << 10, // (16 KiB)
530 max_inter_stage_shader_variables: 15,
531 max_color_attachments: 4,
532 // see: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf#page=7
533 max_compute_workgroup_storage_size: 16352,
534 ..Self::defaults()
535 }
536 }
537
538 /// These default limits are guaranteed to be compatible with GLES-3.0 and WebGL2
539 ///
540 /// Those limits are as follows (different from `downlevel_defaults` are marked with +,
541 /// *'s from `downlevel_defaults` shown as well.):
542 /// ```rust
543 /// # use wgpu_types::Limits;
544 /// assert_eq!(Limits::downlevel_webgl2_defaults(), Limits {
545 /// max_texture_dimension_1d: 2048, // *
546 /// max_texture_dimension_2d: 2048, // *
547 /// max_texture_dimension_3d: 256, // *
548 /// max_texture_array_layers: 256,
549 /// max_bind_groups: 4,
550 /// max_bind_groups_plus_vertex_buffers: 24,
551 /// max_bindings_per_bind_group: 1000,
552 /// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
553 /// max_dynamic_storage_buffers_per_pipeline_layout: 0, // +
554 /// max_sampled_textures_per_shader_stage: 16,
555 /// max_samplers_per_shader_stage: 16,
556 /// max_storage_buffers_per_shader_stage: 0, // * +
557 /// max_storage_textures_per_shader_stage: 0, // +
558 /// max_uniform_buffers_per_shader_stage: 11, // +
559 /// max_binding_array_elements_per_shader_stage: 0,
560 /// max_binding_array_acceleration_structure_elements_per_shader_stage: 0,
561 /// max_binding_array_sampler_elements_per_shader_stage: 0,
562 /// max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
563 /// max_storage_buffer_binding_size: 0, // * +
564 /// max_vertex_buffers: 8,
565 /// max_vertex_attributes: 16,
566 /// max_vertex_buffer_array_stride: 255, // +
567 /// max_immediate_size: 0,
568 /// min_uniform_buffer_offset_alignment: 256,
569 /// min_storage_buffer_offset_alignment: 256,
570 /// max_inter_stage_shader_variables: 15,
571 /// max_color_attachments: 4,
572 /// max_color_attachment_bytes_per_sample: 32,
573 /// max_compute_workgroup_storage_size: 0, // +
574 /// max_compute_invocations_per_workgroup: 0, // +
575 /// max_compute_workgroup_size_x: 0, // +
576 /// max_compute_workgroup_size_y: 0, // +
577 /// max_compute_workgroup_size_z: 0, // +
578 /// max_compute_workgroups_per_dimension: 0, // +
579 /// max_buffer_size: 256 << 20, // (256 MiB),
580 /// max_non_sampler_bindings: 1_000_000,
581 ///
582 /// max_task_workgroup_total_count: 0,
583 /// max_task_workgroups_per_dimension: 0,
584 /// max_mesh_workgroup_total_count: 0,
585 /// max_mesh_workgroups_per_dimension: 0,
586 /// max_task_invocations_per_workgroup: 0,
587 /// max_task_invocations_per_dimension: 0,
588 /// max_mesh_invocations_per_workgroup: 0,
589 /// max_mesh_invocations_per_dimension: 0,
590 /// max_task_payload_size: 0,
591 /// max_mesh_output_vertices: 0,
592 /// max_mesh_output_primitives: 0,
593 /// max_mesh_output_layers: 0,
594 /// max_mesh_multiview_view_count: 0,
595 ///
596 /// max_blas_primitive_count: 0,
597 /// max_blas_geometry_count: 0,
598 /// max_tlas_instance_count: 0,
599 /// max_acceleration_structures_per_shader_stage: 0,
600 ///
601 /// max_multiview_view_count: 0,
602 /// });
603 /// ```
604 #[must_use]
605 pub const fn downlevel_webgl2_defaults() -> Self {
606 Self {
607 max_uniform_buffers_per_shader_stage: 11,
608 max_storage_buffers_per_shader_stage: 0,
609 max_storage_textures_per_shader_stage: 0,
610 max_dynamic_storage_buffers_per_pipeline_layout: 0,
611 max_storage_buffer_binding_size: 0,
612 max_vertex_buffer_array_stride: 255,
613 max_compute_workgroup_storage_size: 0,
614 max_compute_invocations_per_workgroup: 0,
615 max_compute_workgroup_size_x: 0,
616 max_compute_workgroup_size_y: 0,
617 max_compute_workgroup_size_z: 0,
618 max_compute_workgroups_per_dimension: 0,
619
620 // Value supported by Intel Celeron B830 on Windows (OpenGL 3.1)
621 max_inter_stage_shader_variables: 15,
622
623 // Most of the values should be the same as the downlevel defaults
624 ..Self::downlevel_defaults()
625 }
626 }
627
628 /// Sets each limit to `i32::MAX` (or 1, in the case of lower-is-better limits).
629 ///
630 /// These values do not reflect the capabilities of any actual device. They are
631 /// used by the noop backend, and by the test that makes sure `with_limits!` is
632 /// exhaustive.
633 #[must_use]
634 pub const fn unlimited() -> Self {
635 /// Guaranteed to be no bigger than isize::MAX which is the maximum size of an allocation,
636 /// except on 16-bit platforms which we certainly don’t fit in.
637 const ALLOC_MAX_U32: u32 = i32::MAX as u32;
638 /// Guaranteed to be no bigger than isize::MAX which is the maximum size of an allocation,
639 /// except on 16-bit platforms which we certainly don’t fit in.
640 const ALLOC_MAX_U64: u64 = i32::MAX as u64;
641
642 Self {
643 max_texture_dimension_1d: ALLOC_MAX_U32,
644 max_texture_dimension_2d: ALLOC_MAX_U32,
645 max_texture_dimension_3d: ALLOC_MAX_U32,
646 max_texture_array_layers: ALLOC_MAX_U32,
647 max_bind_groups: ALLOC_MAX_U32,
648 max_bind_groups_plus_vertex_buffers: ALLOC_MAX_U32,
649 max_bindings_per_bind_group: ALLOC_MAX_U32,
650 max_dynamic_uniform_buffers_per_pipeline_layout: ALLOC_MAX_U32,
651 max_dynamic_storage_buffers_per_pipeline_layout: ALLOC_MAX_U32,
652 max_sampled_textures_per_shader_stage: ALLOC_MAX_U32,
653 max_samplers_per_shader_stage: ALLOC_MAX_U32,
654 max_storage_buffers_per_shader_stage: ALLOC_MAX_U32,
655 max_storage_textures_per_shader_stage: ALLOC_MAX_U32,
656 max_uniform_buffers_per_shader_stage: ALLOC_MAX_U32,
657 max_binding_array_elements_per_shader_stage: ALLOC_MAX_U32,
658 max_binding_array_sampler_elements_per_shader_stage: ALLOC_MAX_U32,
659 max_binding_array_acceleration_structure_elements_per_shader_stage: ALLOC_MAX_U32,
660 max_uniform_buffer_binding_size: ALLOC_MAX_U64,
661 max_storage_buffer_binding_size: ALLOC_MAX_U64,
662 max_vertex_buffers: ALLOC_MAX_U32,
663 max_buffer_size: ALLOC_MAX_U64,
664 max_vertex_attributes: ALLOC_MAX_U32,
665 max_vertex_buffer_array_stride: ALLOC_MAX_U32,
666 max_inter_stage_shader_variables: ALLOC_MAX_U32,
667 min_uniform_buffer_offset_alignment: 1,
668 min_storage_buffer_offset_alignment: 1,
669 max_color_attachments: ALLOC_MAX_U32,
670 max_color_attachment_bytes_per_sample: ALLOC_MAX_U32,
671 max_compute_workgroup_storage_size: ALLOC_MAX_U32,
672 max_compute_invocations_per_workgroup: ALLOC_MAX_U32,
673 max_compute_workgroup_size_x: ALLOC_MAX_U32,
674 max_compute_workgroup_size_y: ALLOC_MAX_U32,
675 max_compute_workgroup_size_z: ALLOC_MAX_U32,
676 max_compute_workgroups_per_dimension: ALLOC_MAX_U32,
677 max_immediate_size: ALLOC_MAX_U32,
678 max_non_sampler_bindings: ALLOC_MAX_U32,
679
680 max_task_workgroup_total_count: ALLOC_MAX_U32,
681 max_task_workgroups_per_dimension: ALLOC_MAX_U32,
682 max_mesh_workgroup_total_count: ALLOC_MAX_U32,
683 max_mesh_workgroups_per_dimension: ALLOC_MAX_U32,
684 max_task_invocations_per_workgroup: ALLOC_MAX_U32,
685 max_task_invocations_per_dimension: ALLOC_MAX_U32,
686 max_mesh_invocations_per_workgroup: ALLOC_MAX_U32,
687 max_mesh_invocations_per_dimension: ALLOC_MAX_U32,
688 max_task_payload_size: ALLOC_MAX_U32,
689 max_mesh_output_vertices: ALLOC_MAX_U32,
690 max_mesh_output_primitives: ALLOC_MAX_U32,
691 max_mesh_output_layers: ALLOC_MAX_U32,
692 max_mesh_multiview_view_count: ALLOC_MAX_U32,
693
694 max_blas_primitive_count: ALLOC_MAX_U32,
695 max_blas_geometry_count: ALLOC_MAX_U32,
696 max_tlas_instance_count: ALLOC_MAX_U32,
697 max_acceleration_structures_per_shader_stage: ALLOC_MAX_U32,
698
699 max_multiview_view_count: ALLOC_MAX_U32,
700 }
701 }
702
703 /// Modify the current limits to use the resolution limits of the other.
704 ///
705 /// This is useful because the swapchain might need to be larger than any other image in the application.
706 ///
707 /// If your application only needs 512x512, you might be running on a 4k display and need extremely high resolution limits.
708 #[must_use]
709 pub const fn using_resolution(self, other: Self) -> Self {
710 Self {
711 max_texture_dimension_1d: other.max_texture_dimension_1d,
712 max_texture_dimension_2d: other.max_texture_dimension_2d,
713 max_texture_dimension_3d: other.max_texture_dimension_3d,
714 ..self
715 }
716 }
717
718 /// Modify the current limits to use the buffer alignment limits of the adapter.
719 ///
720 /// This is useful for when you'd like to dynamically use the "best" supported buffer alignments.
721 #[must_use]
722 pub const fn using_alignment(self, other: Self) -> Self {
723 Self {
724 min_uniform_buffer_offset_alignment: other.min_uniform_buffer_offset_alignment,
725 min_storage_buffer_offset_alignment: other.min_storage_buffer_offset_alignment,
726 ..self
727 }
728 }
729
730 /// The minimum guaranteed limits for acceleration structures if you enable [`Features::EXPERIMENTAL_RAY_QUERY`]
731 #[must_use]
732 pub const fn using_minimum_supported_acceleration_structure_values(self) -> Self {
733 Self {
734 max_blas_geometry_count: (1 << 24) - 1, // 2^24 - 1: Vulkan's minimum
735 max_tlas_instance_count: (1 << 24) - 1, // 2^24 - 1: Vulkan's minimum
736 max_blas_primitive_count: 1 << 28, // 2^28: Metal's minimum
737 // On metal acceleration structures are limited because they share buffer slots
738 max_acceleration_structures_per_shader_stage: 1,
739 ..self
740 }
741 }
742
743 /// Modify the current limits to use the acceleration structure limits of `other` (`other` could
744 /// be the limits of the adapter).
745 #[must_use]
746 pub const fn using_acceleration_structure_values(self, other: Self) -> Self {
747 Self {
748 max_blas_geometry_count: other.max_blas_geometry_count,
749 max_tlas_instance_count: other.max_tlas_instance_count,
750 max_blas_primitive_count: other.max_blas_primitive_count,
751 max_acceleration_structures_per_shader_stage: other
752 .max_acceleration_structures_per_shader_stage,
753 ..self
754 }
755 }
756
757 /// The recommended minimum limits for mesh shaders if you enable [`Features::EXPERIMENTAL_MESH_SHADER`]
758 ///
759 /// These are chosen somewhat arbitrarily. They are small enough that they should cover all physical devices,
760 /// but not necessarily all use cases.
761 #[must_use]
762 pub const fn using_recommended_minimum_mesh_shader_values(self) -> Self {
763 Self {
764 // These are DirectX limitations (both nvidia and AMD match these exactly on vulkan)
765 // Note that Mac2 (newest intel macs) support up to 1024, but this is low enough,
766 // to make use of mesh shaders nonviable in most cases.
767 // We therefore, don't expose mesh shading on these devices.
768 // In contrast, here is no limit for any A-series or M-series chip.
769 max_task_workgroup_total_count: 2u32.pow(22),
770 max_task_workgroups_per_dimension: 65535,
771 // These are metal limitations
772 // M3 ups both of these to 1M
773 max_mesh_workgroup_total_count: 1024,
774 max_mesh_workgroups_per_dimension: 1024,
775 // Nvidia limit on vulkan
776 max_task_invocations_per_workgroup: 128,
777 max_task_invocations_per_dimension: 64,
778
779 // DX12 limitation, revisit for vulkan
780 max_mesh_invocations_per_workgroup: 128,
781 max_mesh_invocations_per_dimension: 128,
782
783 // Metal specifies this as its max
784 max_task_payload_size: 16384 - 32,
785 // DX12 limitation, revisit for vulkan
786 max_mesh_output_vertices: 256,
787 max_mesh_output_primitives: 256,
788 // llvmpipe once again requires this to be 8. An RTX 3060 supports well over 1024.
789 // Also DX12 vaguely suggests going over this is illegal in some cases.
790 max_mesh_output_layers: 8,
791 // llvmpipe reports 0 multiview count, which just means no multiview is allowed
792 max_mesh_multiview_view_count: 0,
793 ..self
794 }
795 }
796
797 /// Compares every limits within self is within the limits given in `allowed`.
798 ///
799 /// If you need detailed information on failures, look at [`Limits::check_limits_with_fail_fn`].
800 #[must_use]
801 pub fn check_limits(&self, allowed: &Self) -> bool {
802 let mut within = true;
803 self.check_limits_with_fail_fn(allowed, true, |_, _, _| within = false);
804 within
805 }
806
807 /// Compares every limits within self is within the limits given in `allowed`.
808 /// For an easy to use binary choice, use [`Limits::check_limits`].
809 ///
810 /// If a value is not within the allowed limit, this function calls the `fail_fn`
811 /// with the:
812 /// - limit name
813 /// - self's limit
814 /// - allowed's limit.
815 ///
816 /// If fatal is true, a single failure bails out the comparison after a single failure.
817 pub fn check_limits_with_fail_fn(
818 &self,
819 allowed: &Self,
820 fatal: bool,
821 mut fail_fn: impl FnMut(&'static str, u64, u64),
822 ) {
823 macro_rules! check_with_fail_fn {
824 ($name:ident, $ordering:expr) => {
825 let invalid_ord = $ordering.reverse();
826 if self.$name.cmp(&allowed.$name) == invalid_ord {
827 fail_fn(stringify!($name), self.$name as u64, allowed.$name as u64);
828 if fatal {
829 return;
830 }
831 }
832 };
833 }
834
835 with_limits!(check_with_fail_fn);
836 }
837
838 /// For each limit in `other` that is better than the value in `self`,
839 /// replace the value in `self` with the value from `other`.
840 ///
841 /// A request for a limit value less than the WebGPU-specified default must
842 /// be ignored. This function is used to clamp such requests to the default
843 /// value.
844 ///
845 /// This function is not for clamping requests for values beyond the
846 /// supported limits. For that purpose the desired function would be
847 /// `or_worse_values_from`.
848 #[must_use]
849 pub fn or_better_values_from(mut self, other: &Self) -> Self {
850 macro_rules! or_better_value_from {
851 ($name:ident, $ordering:expr) => {
852 match $ordering {
853 // Limits that are maximum values (most of them)
854 Ordering::Less => self.$name = self.$name.max(other.$name),
855 // Limits that are minimum values
856 Ordering::Greater => self.$name = self.$name.min(other.$name),
857 Ordering::Equal => unreachable!(),
858 }
859 };
860 }
861
862 with_limits!(or_better_value_from);
863
864 self
865 }
866
867 /// For each limit in `other` that is worse than the value in `self`,
868 /// replace the value in `self` with the value from `other`.
869 ///
870 /// This function is for clamping requests for values beyond the
871 /// supported limits.
872 #[must_use]
873 pub fn or_worse_values_from(mut self, other: &Self) -> Self {
874 macro_rules! or_worse_value_from {
875 ($name:ident, $ordering:expr) => {
876 match $ordering {
877 // Limits that are maximum values (most of them)
878 Ordering::Less => self.$name = self.$name.min(other.$name),
879 // Limits that are minimum values
880 Ordering::Greater => self.$name = self.$name.max(other.$name),
881 Ordering::Equal => unreachable!(),
882 }
883 };
884 }
885
886 with_limits!(or_worse_value_from);
887
888 self
889 }
890}
891
892/// Represents the sets of additional limits on an adapter,
893/// which take place when running on downlevel backends.
894#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
895#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
896pub struct DownlevelLimits {}
897
898#[allow(clippy::derivable_impls)]
899impl Default for DownlevelLimits {
900 fn default() -> Self {
901 DownlevelLimits {}
902 }
903}
904
905/// Lists various ways the underlying platform does not conform to the WebGPU standard.
906#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
907#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
908pub struct DownlevelCapabilities {
909 /// Combined boolean flags.
910 pub flags: DownlevelFlags,
911 /// Additional limits
912 pub limits: DownlevelLimits,
913 /// Which collections of features shaders support. Defined in terms of D3D's shader models.
914 pub shader_model: ShaderModel,
915}
916
917impl Default for DownlevelCapabilities {
918 fn default() -> Self {
919 Self {
920 flags: DownlevelFlags::all(),
921 limits: DownlevelLimits::default(),
922 shader_model: ShaderModel::Sm5,
923 }
924 }
925}
926
927impl DownlevelCapabilities {
928 /// Returns true if the underlying platform offers complete support of the baseline WebGPU standard.
929 ///
930 /// If this returns false, some parts of the API will result in validation errors where they would not normally.
931 /// These parts can be determined by the values in this structure.
932 #[must_use]
933 pub fn is_webgpu_compliant(&self) -> bool {
934 self.flags.contains(DownlevelFlags::compliant())
935 && self.limits == DownlevelLimits::default()
936 && self.shader_model >= ShaderModel::Sm5
937 }
938}
939
940bitflags::bitflags! {
941 /// Binary flags listing features that may or may not be present on downlevel adapters.
942 ///
943 /// A downlevel adapter is a GPU adapter that wgpu supports, but with potentially limited
944 /// features, due to the lack of hardware feature support.
945 ///
946 /// Flags that are **not** present for a downlevel adapter or device usually indicates
947 /// non-compliance with the WebGPU specification, but not always.
948 ///
949 /// You can check whether a set of flags is compliant through the
950 /// [`DownlevelCapabilities::is_webgpu_compliant()`] function.
951 #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
952 #[cfg_attr(feature = "serde", serde(transparent))]
953 #[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
954 pub struct DownlevelFlags: u32 {
955 /// The device supports compiling and using compute shaders.
956 ///
957 /// WebGL2, and GLES3.0 devices do not support compute.
958 const COMPUTE_SHADERS = 1 << 0;
959 /// Supports binding storage buffers and textures to fragment shaders.
960 const FRAGMENT_WRITABLE_STORAGE = 1 << 1;
961 /// Supports indirect drawing and dispatching.
962 ///
963 /// [`Self::COMPUTE_SHADERS`] must be present for this flag.
964 ///
965 /// WebGL2, GLES 3.0, and Metal on Apple1/Apple2 GPUs do not support indirect.
966 const INDIRECT_EXECUTION = 1 << 2;
967 /// Supports non-zero `base_vertex` parameter to direct indexed draw calls.
968 ///
969 /// Indirect calls, if supported, always support non-zero `base_vertex`.
970 ///
971 /// Supported by:
972 /// - Vulkan
973 /// - DX12
974 /// - Metal on Apple3+ or Mac1+
975 /// - OpenGL 3.2+
976 /// - OpenGL ES 3.2
977 const BASE_VERTEX = 1 << 3;
978 /// Supports reading from a depth/stencil texture while using it as a read-only
979 /// depth/stencil attachment.
980 ///
981 /// The WebGL2 and GLES backends do not support RODS.
982 const READ_ONLY_DEPTH_STENCIL = 1 << 4;
983 /// Supports textures with mipmaps which have a non power of two size.
984 const NON_POWER_OF_TWO_MIPMAPPED_TEXTURES = 1 << 5;
985 /// Supports textures that are cube arrays.
986 const CUBE_ARRAY_TEXTURES = 1 << 6;
987 /// Supports comparison samplers.
988 const COMPARISON_SAMPLERS = 1 << 7;
989 /// Supports different blend operations per color attachment.
990 const INDEPENDENT_BLEND = 1 << 8;
991 /// Supports storage buffers in vertex shaders.
992 const VERTEX_STORAGE = 1 << 9;
993
994 /// Supports samplers with anisotropic filtering. Note this isn't actually required by
995 /// WebGPU, the implementation is allowed to completely ignore aniso clamp. This flag is
996 /// here for native backends so they can communicate to the user of aniso is enabled.
997 ///
998 /// All backends and all devices support anisotropic filtering.
999 const ANISOTROPIC_FILTERING = 1 << 10;
1000
1001 /// Supports storage buffers in fragment shaders.
1002 const FRAGMENT_STORAGE = 1 << 11;
1003
1004 /// Supports sample-rate shading.
1005 const MULTISAMPLED_SHADING = 1 << 12;
1006
1007 /// Supports copies between depth textures and buffers.
1008 ///
1009 /// GLES/WebGL don't support this.
1010 const DEPTH_TEXTURE_AND_BUFFER_COPIES = 1 << 13;
1011
1012 /// Supports all the texture usages described in WebGPU. If this isn't supported, you
1013 /// should call `get_texture_format_features` to get how you can use textures of a given format
1014 const WEBGPU_TEXTURE_FORMAT_SUPPORT = 1 << 14;
1015
1016 /// Supports buffer bindings with sizes that aren't a multiple of 16.
1017 ///
1018 /// WebGL doesn't support this.
1019 const BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED = 1 << 15;
1020
1021 /// Supports buffers to combine [`BufferUsages::INDEX`] with usages other than [`BufferUsages::COPY_DST`] and [`BufferUsages::COPY_SRC`].
1022 /// Furthermore, in absence of this feature it is not allowed to copy index buffers from/to buffers with a set of usage flags containing
1023 /// [`BufferUsages::VERTEX`]/[`BufferUsages::UNIFORM`]/[`BufferUsages::STORAGE`] or [`BufferUsages::INDIRECT`].
1024 ///
1025 /// WebGL doesn't support this.
1026 const UNRESTRICTED_INDEX_BUFFER = 1 << 16;
1027
1028 /// Supports full 32-bit range indices (2^32-1 as opposed to 2^24-1 without this flag)
1029 ///
1030 /// Corresponds to Vulkan's `VkPhysicalDeviceFeatures.fullDrawIndexUint32`
1031 const FULL_DRAW_INDEX_UINT32 = 1 << 17;
1032
1033 /// Supports depth bias clamping
1034 ///
1035 /// Corresponds to Vulkan's `VkPhysicalDeviceFeatures.depthBiasClamp`
1036 const DEPTH_BIAS_CLAMP = 1 << 18;
1037
1038 /// Supports specifying which view format values are allowed when create_view() is called on a texture.
1039 ///
1040 /// The WebGL and GLES backends doesn't support this.
1041 const VIEW_FORMATS = 1 << 19;
1042
1043 /// With this feature not present, there are the following restrictions on `Queue::copy_external_image_to_texture`:
1044 /// - The source must not be [`web_sys::OffscreenCanvas`]
1045 /// - [`CopyExternalImageSourceInfo::origin`] must be zero.
1046 /// - [`CopyExternalImageDestInfo::color_space`] must be srgb.
1047 /// - If the source is an [`web_sys::ImageBitmap`]:
1048 /// - [`CopyExternalImageSourceInfo::flip_y`] must be false.
1049 /// - [`CopyExternalImageDestInfo::premultiplied_alpha`] must be false.
1050 ///
1051 /// WebGL doesn't support this. WebGPU does.
1052 const UNRESTRICTED_EXTERNAL_TEXTURE_COPIES = 1 << 20;
1053
1054 /// Supports specifying which view formats are allowed when calling create_view on the texture returned by
1055 /// `Surface::get_current_texture`.
1056 ///
1057 /// The GLES/WebGL and Vulkan on Android doesn't support this.
1058 const SURFACE_VIEW_FORMATS = 1 << 21;
1059
1060 /// If this is true, calls to `CommandEncoder::resolve_query_set` will be performed on the queue timeline.
1061 ///
1062 /// If this is false, calls to `CommandEncoder::resolve_query_set` will be performed on the device (i.e. cpu) timeline
1063 /// and will block that timeline until the query has data. You may work around this limitation by waiting until the submit
1064 /// whose queries you are resolving is fully finished (through use of `queue.on_submitted_work_done`) and only
1065 /// then submitting the resolve_query_set command. The queries will be guaranteed finished, so will not block.
1066 ///
1067 /// Supported by:
1068 /// - Vulkan,
1069 /// - DX12
1070 /// - Metal
1071 /// - OpenGL 4.4+
1072 ///
1073 /// Not Supported by:
1074 /// - GL ES / WebGL
1075 const NONBLOCKING_QUERY_RESOLVE = 1 << 22;
1076
1077 /// Allows shaders to use `quantizeToF16`, `pack2x16float`, and `unpack2x16float`, which
1078 /// operate on `f16`-precision values stored in `f32`s.
1079 ///
1080 /// Not supported by Vulkan on Mesa when [`Features::SHADER_F16`] is absent.
1081 const SHADER_F16_IN_F32 = 1 << 23;
1082
1083 /// Supports features introduced in MSL 2.1.
1084 const MSL2_1 = 1 << 24;
1085 }
1086}
1087
1088impl DownlevelFlags {
1089 /// All flags that indicate if the backend is WebGPU compliant
1090 #[must_use]
1091 pub const fn compliant() -> Self {
1092 // We use manual bit twiddling to make this a const fn as `Sub` and `.remove` aren't const
1093
1094 // WebGPU doesn't actually require aniso
1095 Self::from_bits_truncate(Self::all().bits() & !Self::ANISOTROPIC_FILTERING.bits())
1096 }
1097}
1098
1099/// Collections of shader features a device supports if they support less than WebGPU normally allows.
1100// TODO: Fill out the differences between shader models more completely
1101#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
1102#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
1103pub enum ShaderModel {
1104 /// Extremely limited shaders, including a total instruction limit.
1105 Sm2,
1106 /// Missing minor features and storage images.
1107 Sm4,
1108 /// WebGPU supports shader module 5.
1109 Sm5,
1110}
1111
1112#[cfg(test)]
1113mod tests {
1114 use super::*;
1115 use alloc::{format, string::String, vec::Vec};
1116
1117 fn side_by_side(left: &str, right: &str) -> String {
1118 let left_lines: Vec<&str> = left.lines().map(str::trim).collect();
1119 let right_lines: Vec<&str> = right.lines().map(str::trim).collect();
1120 let max_lines = left_lines.len().max(right_lines.len());
1121 let diffs: Vec<(&str, &str)> = (0..max_lines)
1122 .map(|i| {
1123 let l = *left_lines.get(i).unwrap_or(&"");
1124 let r = *right_lines.get(i).unwrap_or(&"");
1125 (l, r)
1126 })
1127 .filter(|(l, r)| l != r)
1128 .collect();
1129 let left_width = diffs.iter().map(|(l, _)| l.len()).max().unwrap_or(0);
1130 let mut out = String::new();
1131 for (l, r) in &diffs {
1132 out += &format!("{:<width$} | {}\n", l, r, width = left_width);
1133 }
1134 out
1135 }
1136
1137 #[test]
1138 fn with_limits_exhaustive() {
1139 // Check that all limits are included in `with_limits!`, by using it to
1140 // replicate `Limits::unlimited()`.
1141 let mut limits = Limits::default();
1142
1143 macro_rules! set_to_max {
1144 ($name:ident, $ordering:expr) => {
1145 if $ordering == Ordering::Less {
1146 limits.$name = i32::MAX as _;
1147 } else {
1148 limits.$name = 1;
1149 }
1150 };
1151 }
1152
1153 with_limits!(set_to_max);
1154
1155 assert_eq!(
1156 limits,
1157 Limits::unlimited(),
1158 "with_limits! did not replicate Limits::unlimited():\n{}",
1159 side_by_side(
1160 &format!("with_limits!\n------------\n{:#?}", limits),
1161 &format!(
1162 "Limits::unlimited()\n-------------------\n{:#?}",
1163 Limits::unlimited()
1164 ),
1165 )
1166 );
1167 }
1168}