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 $macro_name!(
91 max_buffers_and_acceleration_structures_per_shader_stage,
92 Ordering::Less
93 );
94
95 $macro_name!(max_multiview_view_count, Ordering::Less);
96
97 $macro_name!(max_ray_dispatch_count, Ordering::Less);
98 $macro_name!(max_ray_recursion_depth, Ordering::Less);
99 };
100}
101
102/// Represents the sets of limits an adapter/device supports.
103///
104/// We provide three different defaults.
105/// - [`Limits::downlevel_defaults()`]. This is a set of limits that is guaranteed to work on almost
106/// all backends, including the "downlevel" OpenGL backend, but excluding WebGL2. For
107/// most applications we recommend using these limits, assuming they are high enough for your
108/// application, and you do not intend to support WebGL.
109/// - [`Limits::downlevel_webgl2_defaults()`] This is a set of limits that is lower even than the
110/// [`downlevel_defaults()`], configured to be low enough to support running in the browser using
111/// WebGL2.
112/// - [`Limits::default()`]. This is the set of limits that is guaranteed to work on all modern
113/// backends and is guaranteed to be supported by WebGPU. Applications needing more modern
114/// features can use this as a reasonable set of limits if they are targeting only desktop and
115/// modern mobile devices.
116///
117/// We recommend starting with the most restrictive limits you can and manually increasing the
118/// limits you need boosted. This will let you stay running on all hardware that supports the limits
119/// you need.
120///
121/// Limits "better" than the default must be supported by the adapter and requested when requesting
122/// a device. If limits "better" than the adapter supports are requested, requesting a device will
123/// panic. Once a device is requested, you may only use resources up to the limits requested _even_
124/// if the adapter supports "better" limits.
125///
126/// Requesting limits that are "better" than you need may cause performance to decrease because the
127/// implementation needs to support more than is needed. You should ideally only request exactly
128/// what you need.
129///
130/// Corresponds to [WebGPU `GPUSupportedLimits`](
131/// https://gpuweb.github.io/gpuweb/#gpusupportedlimits).
132///
133/// [`downlevel_defaults()`]: Limits::downlevel_defaults
134#[repr(C)]
135// Even though this type is simple, it is not copy because it is large.
136// https://rust-lang.github.io/rust-clippy/master/#large_types_passed_by_value
137#[derive(Clone, Debug, PartialEq, Eq, Hash)]
138#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
139#[cfg_attr(feature = "serde", serde(rename_all = "camelCase", default))]
140pub struct Limits {
141 /// Maximum allowed value for the `size.width` of a texture created with `TextureDimension::D1`.
142 /// Defaults to 8192. Higher is "better".
143 #[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension1D"))]
144 pub max_texture_dimension_1d: u32,
145 /// Maximum allowed value for the `size.width` and `size.height` of a texture created with `TextureDimension::D2`.
146 /// Defaults to 8192. Higher is "better".
147 #[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension2D"))]
148 pub max_texture_dimension_2d: u32,
149 /// Maximum allowed value for the `size.width`, `size.height`, and `size.depth_or_array_layers`
150 /// of a texture created with `TextureDimension::D3`.
151 /// Defaults to 2048. Higher is "better".
152 #[cfg_attr(feature = "serde", serde(rename = "maxTextureDimension3D"))]
153 pub max_texture_dimension_3d: u32,
154 /// Maximum allowed value for the `size.depth_or_array_layers` of a texture created with `TextureDimension::D2`.
155 /// Defaults to 256. Higher is "better".
156 pub max_texture_array_layers: u32,
157 /// Amount of bind groups that can be attached to a pipeline at the same time. Defaults to 4. Higher is "better".
158 pub max_bind_groups: u32,
159 /// The maximum number of bind group and vertex buffer slots used simultaneously, counting any empty slots below the highest index.
160 /// Defaults to 24. Higher is "better".
161 pub max_bind_groups_plus_vertex_buffers: u32,
162 /// Maximum binding index allowed in `create_bind_group_layout`. Defaults to 1000. Higher is "better".
163 pub max_bindings_per_bind_group: u32,
164 /// Amount of uniform buffer bindings that can be dynamic in a single pipeline. Defaults to 8. Higher is "better".
165 pub max_dynamic_uniform_buffers_per_pipeline_layout: u32,
166 /// Amount of storage buffer bindings that can be dynamic in a single pipeline. Defaults to 4. Higher is "better".
167 pub max_dynamic_storage_buffers_per_pipeline_layout: u32,
168 /// Amount of sampled textures visible in a single shader stage. Defaults to 16. Higher is "better".
169 pub max_sampled_textures_per_shader_stage: u32,
170 /// Amount of samplers visible in a single shader stage. Defaults to 16. Higher is "better".
171 pub max_samplers_per_shader_stage: u32,
172 /// Amount of storage buffers visible in a single shader stage. Defaults to 8. Higher is "better".
173 pub max_storage_buffers_per_shader_stage: u32,
174 /// Amount of storage textures visible in a single shader stage. Defaults to 4. Higher is "better".
175 pub max_storage_textures_per_shader_stage: u32,
176 /// Amount of uniform buffers visible in a single shader stage. Defaults to 12. Higher is "better".
177 pub max_uniform_buffers_per_shader_stage: u32,
178 /// Amount of individual resources within binding arrays that can be accessed in a single shader stage. Applies
179 /// to all types of bindings except samplers.
180 ///
181 /// This "defaults" to 0. However if binding arrays are supported, all devices can support 500,000. Higher is "better".
182 pub max_binding_array_elements_per_shader_stage: u32,
183 /// Amount of individual acceleration structures within binding arrays that can be accessed in a single shader stage.
184 ///
185 /// This "defaults" to 0. Higher is "better".
186 pub max_binding_array_acceleration_structure_elements_per_shader_stage: u32,
187 /// Amount of individual samplers within binding arrays that can be accessed in a single shader stage.
188 ///
189 /// This "defaults" to 0. However if binding arrays are supported, all devices can support 1,000. Higher is "better".
190 pub max_binding_array_sampler_elements_per_shader_stage: u32,
191 /// Maximum size in bytes of a binding to a uniform buffer. Defaults to 64 KiB. Higher is "better".
192 pub max_uniform_buffer_binding_size: u64,
193 /// Maximum size in bytes of a binding to a storage buffer. Defaults to 128 MiB. Higher is "better".
194 pub max_storage_buffer_binding_size: u64,
195 /// Maximum length of `VertexState::buffers` when creating a `RenderPipeline`.
196 /// Defaults to 8. Higher is "better".
197 pub max_vertex_buffers: u32,
198 /// A limit above which buffer allocations are guaranteed to fail.
199 /// Defaults to 256 MiB. Higher is "better".
200 ///
201 /// Buffer allocations below the maximum buffer size may not succeed depending on available memory,
202 /// fragmentation and other factors.
203 pub max_buffer_size: u64,
204 /// Maximum length of `VertexBufferLayout::attributes`, summed over all `VertexState::buffers`,
205 /// when creating a `RenderPipeline`.
206 /// Defaults to 16. Higher is "better".
207 pub max_vertex_attributes: u32,
208 /// Maximum value for `VertexBufferLayout::array_stride` when creating a `RenderPipeline`.
209 /// Defaults to 2048. Higher is "better".
210 pub max_vertex_buffer_array_stride: u32,
211 /// Maximum value for the number of input or output variables for inter-stage communication
212 /// (like vertex outputs or fragment inputs) `@location(…)`s (in WGSL parlance)
213 /// when creating a `RenderPipeline`.
214 /// Defaults to 16. Higher is "better".
215 pub max_inter_stage_shader_variables: u32,
216 /// Required `BufferBindingType::Uniform` alignment for `BufferBinding::offset`
217 /// when creating a `BindGroup`, or for `set_bind_group` `dynamicOffsets`.
218 /// Defaults to 256. Lower is "better".
219 pub min_uniform_buffer_offset_alignment: u32,
220 /// Required `BufferBindingType::Storage` alignment for `BufferBinding::offset`
221 /// when creating a `BindGroup`, or for `set_bind_group` `dynamicOffsets`.
222 /// Defaults to 256. Lower is "better".
223 pub min_storage_buffer_offset_alignment: u32,
224 /// The maximum allowed number of color attachments.
225 pub max_color_attachments: u32,
226 /// The maximum number of bytes necessary to hold one sample (pixel or subpixel) of render
227 /// pipeline output data, across all color attachments as described by [`TextureFormat::target_pixel_byte_cost`]
228 /// and [`TextureFormat::target_component_alignment`]. Defaults to 32. Higher is "better".
229 ///
230 /// ⚠️ `Rgba8Unorm`/`Rgba8Snorm`/`Bgra8Unorm`/`Bgra8Snorm` are deceptively 8 bytes per sample. ⚠️
231 pub max_color_attachment_bytes_per_sample: u32,
232 /// Maximum number of bytes used for workgroup memory in a compute entry point. Defaults to
233 /// 16384. Higher is "better".
234 pub max_compute_workgroup_storage_size: u32,
235 /// Maximum value of the product of the `workgroup_size` dimensions for a compute entry-point.
236 /// Defaults to 256. Higher is "better".
237 pub max_compute_invocations_per_workgroup: u32,
238 /// The maximum value of the `workgroup_size` X dimension for a compute stage `ShaderModule` entry-point.
239 /// Defaults to 256. Higher is "better".
240 pub max_compute_workgroup_size_x: u32,
241 /// The maximum value of the `workgroup_size` Y dimension for a compute stage `ShaderModule` entry-point.
242 /// Defaults to 256. Higher is "better".
243 pub max_compute_workgroup_size_y: u32,
244 /// The maximum value of the `workgroup_size` Z dimension for a compute stage `ShaderModule` entry-point.
245 /// Defaults to 64. Higher is "better".
246 pub max_compute_workgroup_size_z: u32,
247 /// The maximum value for each dimension of a `ComputePass::dispatch_workgroups(x, y, z)` operation.
248 /// Defaults to 65535. Higher is "better".
249 pub max_compute_workgroups_per_dimension: u32,
250
251 /// Amount of storage available for immediates in bytes. Defaults to 0. Higher is "better".
252 /// Requesting more than 0 during device creation requires [`Features::IMMEDIATES`] to be enabled.
253 ///
254 /// Expect the size to be:
255 /// - Vulkan: 128-256 bytes
256 /// - DX12: 128 bytes
257 /// - Metal: 4096 bytes
258 /// - OpenGL doesn't natively support immediates, and are emulated with uniforms,
259 /// so this number is less useful but likely 256.
260 pub max_immediate_size: u32,
261 /// Maximum number of live non-sampler bindings.
262 ///
263 /// <div class="warning">
264 /// The default value is **1_000_000**, On systems with integrated GPUs (iGPUs)—particularly on Windows using the D3D12
265 /// backend—this can lead to significant system RAM consumption since iGPUs share system memory directly with the CPU.
266 /// </div>
267 ///
268 /// This limit only affects the d3d12 backend. Using a large number will allow the device
269 /// to create many bind groups at the cost of a large up-front allocation at device creation.
270 pub max_non_sampler_bindings: u32,
271
272 /// The maximum total value for a `RenderPass::draw_mesh_tasks(x, y, z)` call on a mesh pipeline with a task shader.
273 /// Higher is "better".
274 pub max_task_workgroup_total_count: u32,
275 /// The maximum value for each dimension of a `RenderPass::draw_mesh_tasks(x, y, z)` call on a mesh pipeline with a task shader.
276 /// Higher is "better".
277 pub max_task_workgroups_per_dimension: u32,
278 /// The maximum product of arguments of a `RenderPass::draw_mesh_tasks(x, y, z)` operation on a mesh shader pipeline
279 /// without task shaders.
280 /// Also for task shader outputs. Higher is "better".
281 pub max_mesh_workgroup_total_count: u32,
282 /// The maximum value for each dimension of a `RenderPass::draw_mesh_tasks(x, y, z)` operation on a mesh shader pipeline
283 /// without task shaders.
284 /// Also for task shader outputs. Higher is "better".
285 pub max_mesh_workgroups_per_dimension: u32,
286 // These are fundamentally different. It is very common for limits on mesh shaders to be much lower.
287 /// Maximum total number of invocations, or threads, per task shader workgroup. Higher is "better".
288 pub max_task_invocations_per_workgroup: u32,
289 /// The maximum value for each dimension of a task shader's workgroup size. Higher is "better".
290 pub max_task_invocations_per_dimension: u32,
291 /// Maximum total number of invocations, or threads, per mesh shader workgroup. Higher is "better".
292 pub max_mesh_invocations_per_workgroup: u32,
293 /// The maximum value for each dimension of a mesh shader's workgroup size. Higher is "better".
294 pub max_mesh_invocations_per_dimension: u32,
295
296 /// The maximum size of the payload passed from task to mesh shader. Higher is "better".
297 pub max_task_payload_size: u32,
298 /// The maximum number of vertices that a mesh shader may output. Higher is "better".
299 pub max_mesh_output_vertices: u32,
300 /// The maximum number of primitives that a mesh shader may output. Higher is "better".
301 pub max_mesh_output_primitives: u32,
302 /// The maximum number of layers that can be output from a mesh shader. Higher is "better".
303 /// See [#8509](https://github.com/gfx-rs/wgpu/issues/8509).
304 pub max_mesh_output_layers: u32,
305 /// The maximum number of views that can be used by a mesh shader in multiview rendering.
306 /// Higher is "better".
307 pub max_mesh_multiview_view_count: u32,
308
309 /// The maximum number of primitive (ex: triangles, aabbs) a BLAS is allowed to have. Requesting
310 /// more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
311 /// is enabled.
312 pub max_blas_primitive_count: u32,
313 /// The maximum number of geometry descriptors a BLAS is allowed to have. Requesting
314 /// more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
315 /// is enabled.
316 pub max_blas_geometry_count: u32,
317 /// The maximum number of instances a TLAS is allowed to have. Requesting more than 0 during
318 /// device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
319 /// is enabled.
320 pub max_tlas_instance_count: u32,
321 /// The maximum number of acceleration structures allowed to be used in a shader stage.
322 /// Requesting more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_QUERY`]
323 /// is enabled.
324 pub max_acceleration_structures_per_shader_stage: u32,
325 /// The combined number of buffers (storage and uniform), vertex buffers, and acceleration
326 /// structures that can be bound in a single shader stage.
327 pub max_buffers_and_acceleration_structures_per_shader_stage: u32,
328
329 /// The maximum number of views that can be used in multiview rendering
330 pub max_multiview_view_count: u32,
331
332 /// The maximum total number (`x*y*z`) of rays able to be dispatched by a trace rays call in a ray
333 /// tracing pass. Requesting more than 0 during device creation only makes sense if [`Features::EXPERIMENTAL_RAY_TRACING_PIPELINES`]
334 /// is enabled.
335 ///
336 /// Currently only affects wgpu-hal
337 pub max_ray_dispatch_count: u32,
338 /// The maximum number that one can pass into a ray tracing pipeline creation to be the maximum ray
339 /// recursion depth. (the maximum of the max ray recursion depth) Requesting more than 0 during device
340 /// creation only makes sense if [`Features::EXPERIMENTAL_RAY_TRACING_PIPELINES`] is enabled.
341 ///
342 /// Currently only affects wgpu-hal
343 pub max_ray_recursion_depth: u32,
344}
345
346impl Default for Limits {
347 fn default() -> Self {
348 Self::defaults()
349 }
350}
351
352impl Limits {
353 /// These default limits are guaranteed to work on all modern
354 /// backends and guaranteed to be supported by WebGPU
355 ///
356 /// Those limits are as follows:
357 /// ```rust
358 /// # use wgpu_types::Limits;
359 /// assert_eq!(Limits::defaults(), Limits {
360 /// max_texture_dimension_1d: 8192,
361 /// max_texture_dimension_2d: 8192,
362 /// max_texture_dimension_3d: 2048,
363 /// max_texture_array_layers: 256,
364 /// max_bind_groups: 4,
365 /// max_bind_groups_plus_vertex_buffers: 24,
366 /// max_bindings_per_bind_group: 1000,
367 /// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
368 /// max_dynamic_storage_buffers_per_pipeline_layout: 4,
369 /// max_sampled_textures_per_shader_stage: 16,
370 /// max_samplers_per_shader_stage: 16,
371 /// max_storage_buffers_per_shader_stage: 8,
372 /// max_storage_textures_per_shader_stage: 4,
373 /// max_uniform_buffers_per_shader_stage: 12,
374 /// max_binding_array_elements_per_shader_stage: 0,
375 /// max_binding_array_acceleration_structure_elements_per_shader_stage: 0,
376 /// max_binding_array_sampler_elements_per_shader_stage: 0,
377 /// max_uniform_buffer_binding_size: 64 << 10, // (64 KiB)
378 /// max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
379 /// max_vertex_buffers: 8,
380 /// max_buffer_size: 256 << 20, // (256 MiB)
381 /// max_vertex_attributes: 16,
382 /// max_vertex_buffer_array_stride: 2048,
383 /// max_inter_stage_shader_variables: 16,
384 /// min_uniform_buffer_offset_alignment: 256,
385 /// min_storage_buffer_offset_alignment: 256,
386 /// max_color_attachments: 8,
387 /// max_color_attachment_bytes_per_sample: 32,
388 /// max_compute_workgroup_storage_size: 16384,
389 /// max_compute_invocations_per_workgroup: 256,
390 /// max_compute_workgroup_size_x: 256,
391 /// max_compute_workgroup_size_y: 256,
392 /// max_compute_workgroup_size_z: 64,
393 /// max_compute_workgroups_per_dimension: 65535,
394 /// max_immediate_size: 0,
395 /// max_non_sampler_bindings: 1_000_000,
396 /// max_task_workgroup_total_count: 0,
397 /// max_task_workgroups_per_dimension: 0,
398 /// max_mesh_workgroup_total_count: 0,
399 /// max_mesh_workgroups_per_dimension: 0,
400 /// max_task_invocations_per_workgroup: 0,
401 /// max_task_invocations_per_dimension: 0,
402 /// max_mesh_invocations_per_workgroup: 0,
403 /// max_mesh_invocations_per_dimension: 0,
404 /// max_task_payload_size: 0,
405 /// max_mesh_output_vertices: 0,
406 /// max_mesh_output_primitives: 0,
407 /// max_mesh_output_layers: 0,
408 /// max_mesh_multiview_view_count: 0,
409 /// max_blas_primitive_count: 0,
410 /// max_blas_geometry_count: 0,
411 /// max_tlas_instance_count: 0,
412 /// max_acceleration_structures_per_shader_stage: 0,
413 /// max_buffers_and_acceleration_structures_per_shader_stage: 28, // sum of storage buffers, uniform buffers and vertex buffers limits
414 /// max_multiview_view_count: 0,
415 /// max_ray_dispatch_count: 0,
416 /// max_ray_recursion_depth: 0,
417 /// });
418 /// ```
419 ///
420 /// Rust doesn't allow const in trait implementations, so we break this out
421 /// to allow reusing these defaults in const contexts
422 #[must_use]
423 pub const fn defaults() -> Self {
424 Self {
425 max_texture_dimension_1d: 8192,
426 max_texture_dimension_2d: 8192,
427 max_texture_dimension_3d: 2048,
428 max_texture_array_layers: 256,
429 max_bind_groups: 4,
430 max_bind_groups_plus_vertex_buffers: 24,
431 max_bindings_per_bind_group: 1000,
432 max_dynamic_uniform_buffers_per_pipeline_layout: 8,
433 max_dynamic_storage_buffers_per_pipeline_layout: 4,
434 max_sampled_textures_per_shader_stage: 16,
435 max_samplers_per_shader_stage: 16,
436 max_storage_buffers_per_shader_stage: 8,
437 max_storage_textures_per_shader_stage: 4,
438 max_uniform_buffers_per_shader_stage: 12,
439 max_binding_array_elements_per_shader_stage: 0,
440 max_binding_array_acceleration_structure_elements_per_shader_stage: 0,
441 max_binding_array_sampler_elements_per_shader_stage: 0,
442 max_uniform_buffer_binding_size: 64 << 10, // (64 KiB)
443 max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
444 max_vertex_buffers: 8,
445 max_buffer_size: 256 << 20, // (256 MiB)
446 max_vertex_attributes: 16,
447 max_vertex_buffer_array_stride: 2048,
448 max_inter_stage_shader_variables: 16,
449 min_uniform_buffer_offset_alignment: 256,
450 min_storage_buffer_offset_alignment: 256,
451 max_color_attachments: 8,
452 max_color_attachment_bytes_per_sample: 32,
453 max_compute_workgroup_storage_size: 16384,
454 max_compute_invocations_per_workgroup: 256,
455 max_compute_workgroup_size_x: 256,
456 max_compute_workgroup_size_y: 256,
457 max_compute_workgroup_size_z: 64,
458 max_compute_workgroups_per_dimension: 65535,
459 max_immediate_size: 0,
460 max_non_sampler_bindings: 1_000_000,
461
462 max_task_workgroup_total_count: 0,
463 max_task_workgroups_per_dimension: 0,
464 max_mesh_workgroup_total_count: 0,
465 max_mesh_workgroups_per_dimension: 0,
466 max_task_invocations_per_workgroup: 0,
467 max_task_invocations_per_dimension: 0,
468 max_mesh_invocations_per_workgroup: 0,
469 max_mesh_invocations_per_dimension: 0,
470 max_task_payload_size: 0,
471 max_mesh_output_vertices: 0,
472 max_mesh_output_primitives: 0,
473 max_mesh_output_layers: 0,
474 max_mesh_multiview_view_count: 0,
475
476 max_blas_primitive_count: 0,
477 max_blas_geometry_count: 0,
478 max_tlas_instance_count: 0,
479 max_acceleration_structures_per_shader_stage: 0,
480 max_buffers_and_acceleration_structures_per_shader_stage: 28,
481
482 max_multiview_view_count: 0,
483
484 max_ray_dispatch_count: 0,
485 max_ray_recursion_depth: 0,
486 }
487 }
488
489 /// These default limits are guaranteed to be compatible with GLES-3.1.
490 ///
491 /// Those limits are as follows (different from default are marked with *):
492 /// ```rust
493 /// # use wgpu_types::Limits;
494 /// assert_eq!(Limits::downlevel_defaults(), Limits {
495 /// max_texture_dimension_1d: 2048, // *
496 /// max_texture_dimension_2d: 2048, // *
497 /// max_texture_dimension_3d: 256, // *
498 /// max_texture_array_layers: 256,
499 /// max_bind_groups: 4,
500 /// max_bind_groups_plus_vertex_buffers: 24,
501 /// max_bindings_per_bind_group: 1000,
502 /// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
503 /// max_dynamic_storage_buffers_per_pipeline_layout: 4,
504 /// max_sampled_textures_per_shader_stage: 16,
505 /// max_samplers_per_shader_stage: 16,
506 /// max_storage_buffers_per_shader_stage: 4, // *
507 /// max_storage_textures_per_shader_stage: 4,
508 /// max_uniform_buffers_per_shader_stage: 12,
509 /// max_binding_array_elements_per_shader_stage: 0,
510 /// max_binding_array_acceleration_structure_elements_per_shader_stage: 0,
511 /// max_binding_array_sampler_elements_per_shader_stage: 0,
512 /// max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
513 /// max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
514 /// max_vertex_buffers: 8,
515 /// max_vertex_attributes: 16,
516 /// max_vertex_buffer_array_stride: 2048,
517 /// max_immediate_size: 0,
518 /// min_uniform_buffer_offset_alignment: 256,
519 /// min_storage_buffer_offset_alignment: 256,
520 /// max_inter_stage_shader_variables: 15,
521 /// max_color_attachments: 4,
522 /// max_color_attachment_bytes_per_sample: 32,
523 /// max_compute_workgroup_storage_size: 16352, // *
524 /// max_compute_invocations_per_workgroup: 256,
525 /// max_compute_workgroup_size_x: 256,
526 /// max_compute_workgroup_size_y: 256,
527 /// max_compute_workgroup_size_z: 64,
528 /// max_compute_workgroups_per_dimension: 65535,
529 /// max_buffer_size: 256 << 20, // (256 MiB)
530 /// max_non_sampler_bindings: 1_000_000,
531 ///
532 /// max_task_workgroup_total_count: 0,
533 /// max_task_workgroups_per_dimension: 0,
534 /// max_mesh_workgroup_total_count: 0,
535 /// max_mesh_workgroups_per_dimension: 0,
536 /// max_task_invocations_per_workgroup: 0,
537 /// max_task_invocations_per_dimension: 0,
538 /// max_mesh_invocations_per_workgroup: 0,
539 /// max_mesh_invocations_per_dimension: 0,
540 /// max_task_payload_size: 0,
541 /// max_mesh_output_vertices: 0,
542 /// max_mesh_output_primitives: 0,
543 /// max_mesh_output_layers: 0,
544 /// max_mesh_multiview_view_count: 0,
545 ///
546 /// max_blas_primitive_count: 0,
547 /// max_blas_geometry_count: 0,
548 /// max_tlas_instance_count: 0,
549 /// max_acceleration_structures_per_shader_stage: 0,
550 /// max_buffers_and_acceleration_structures_per_shader_stage: 24, // * sum of storage buffers, uniform buffers and vertex buffers limits
551 ///
552 /// max_multiview_view_count: 0,
553 ///
554 /// max_ray_dispatch_count: 0,
555 /// max_ray_recursion_depth: 0,
556 /// });
557 /// ```
558 #[must_use]
559 pub const fn downlevel_defaults() -> Self {
560 Self {
561 max_texture_dimension_1d: 2048,
562 max_texture_dimension_2d: 2048,
563 max_texture_dimension_3d: 256,
564 max_storage_buffers_per_shader_stage: 4,
565 max_uniform_buffer_binding_size: 16 << 10, // (16 KiB)
566 max_inter_stage_shader_variables: 15,
567 max_color_attachments: 4,
568 // see: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf#page=7
569 max_compute_workgroup_storage_size: 16352,
570 max_buffers_and_acceleration_structures_per_shader_stage: 24,
571 ..Self::defaults()
572 }
573 }
574
575 /// These default limits are guaranteed to be compatible with GLES-3.0 and WebGL2
576 ///
577 /// Those limits are as follows (different from `downlevel_defaults` are marked with +,
578 /// *'s from `downlevel_defaults` shown as well.):
579 /// ```rust
580 /// # use wgpu_types::Limits;
581 /// assert_eq!(Limits::downlevel_webgl2_defaults(), Limits {
582 /// max_texture_dimension_1d: 2048, // *
583 /// max_texture_dimension_2d: 2048, // *
584 /// max_texture_dimension_3d: 256, // *
585 /// max_texture_array_layers: 256,
586 /// max_bind_groups: 4,
587 /// max_bind_groups_plus_vertex_buffers: 24,
588 /// max_bindings_per_bind_group: 1000,
589 /// max_dynamic_uniform_buffers_per_pipeline_layout: 8,
590 /// max_dynamic_storage_buffers_per_pipeline_layout: 0, // +
591 /// max_sampled_textures_per_shader_stage: 16,
592 /// max_samplers_per_shader_stage: 16,
593 /// max_storage_buffers_per_shader_stage: 0, // * +
594 /// max_storage_textures_per_shader_stage: 0, // +
595 /// max_uniform_buffers_per_shader_stage: 11, // +
596 /// max_binding_array_elements_per_shader_stage: 0,
597 /// max_binding_array_acceleration_structure_elements_per_shader_stage: 0,
598 /// max_binding_array_sampler_elements_per_shader_stage: 0,
599 /// max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
600 /// max_storage_buffer_binding_size: 0, // * +
601 /// max_vertex_buffers: 8,
602 /// max_vertex_attributes: 16,
603 /// max_vertex_buffer_array_stride: 255, // +
604 /// max_immediate_size: 0,
605 /// min_uniform_buffer_offset_alignment: 256,
606 /// min_storage_buffer_offset_alignment: 256,
607 /// max_inter_stage_shader_variables: 15,
608 /// max_color_attachments: 4,
609 /// max_color_attachment_bytes_per_sample: 32,
610 /// max_compute_workgroup_storage_size: 0, // +
611 /// max_compute_invocations_per_workgroup: 0, // +
612 /// max_compute_workgroup_size_x: 0, // +
613 /// max_compute_workgroup_size_y: 0, // +
614 /// max_compute_workgroup_size_z: 0, // +
615 /// max_compute_workgroups_per_dimension: 0, // +
616 /// max_buffer_size: 256 << 20, // (256 MiB),
617 /// max_non_sampler_bindings: 1_000_000,
618 ///
619 /// max_task_workgroup_total_count: 0,
620 /// max_task_workgroups_per_dimension: 0,
621 /// max_mesh_workgroup_total_count: 0,
622 /// max_mesh_workgroups_per_dimension: 0,
623 /// max_task_invocations_per_workgroup: 0,
624 /// max_task_invocations_per_dimension: 0,
625 /// max_mesh_invocations_per_workgroup: 0,
626 /// max_mesh_invocations_per_dimension: 0,
627 /// max_task_payload_size: 0,
628 /// max_mesh_output_vertices: 0,
629 /// max_mesh_output_primitives: 0,
630 /// max_mesh_output_layers: 0,
631 /// max_mesh_multiview_view_count: 0,
632 ///
633 /// max_blas_primitive_count: 0,
634 /// max_blas_geometry_count: 0,
635 /// max_tlas_instance_count: 0,
636 /// max_acceleration_structures_per_shader_stage: 0,
637 /// max_buffers_and_acceleration_structures_per_shader_stage: 19, // * sum of storage buffers, uniform buffers and vertex buffers limits
638 ///
639 /// max_multiview_view_count: 0,
640 ///
641 /// max_ray_dispatch_count: 0,
642 /// max_ray_recursion_depth: 0,
643 /// });
644 /// ```
645 #[must_use]
646 pub const fn downlevel_webgl2_defaults() -> Self {
647 Self {
648 max_uniform_buffers_per_shader_stage: 11,
649 max_storage_buffers_per_shader_stage: 0,
650 max_storage_textures_per_shader_stage: 0,
651 max_dynamic_storage_buffers_per_pipeline_layout: 0,
652 max_storage_buffer_binding_size: 0,
653 max_vertex_buffer_array_stride: 255,
654 max_compute_workgroup_storage_size: 0,
655 max_compute_invocations_per_workgroup: 0,
656 max_compute_workgroup_size_x: 0,
657 max_compute_workgroup_size_y: 0,
658 max_compute_workgroup_size_z: 0,
659 max_compute_workgroups_per_dimension: 0,
660
661 // Value supported by Intel Celeron B830 on Windows (OpenGL 3.1)
662 max_inter_stage_shader_variables: 15,
663
664 max_buffers_and_acceleration_structures_per_shader_stage: 19,
665
666 // Most of the values should be the same as the downlevel defaults
667 ..Self::downlevel_defaults()
668 }
669 }
670
671 /// Sets each limit to `i32::MAX` (or 1, in the case of lower-is-better limits).
672 ///
673 /// These values do not reflect the capabilities of any actual device. They are
674 /// used by the noop backend, and by the test that makes sure `with_limits!` is
675 /// exhaustive.
676 #[must_use]
677 pub const fn unlimited() -> Self {
678 /// Guaranteed to be no bigger than isize::MAX which is the maximum size of an allocation,
679 /// except on 16-bit platforms which we certainly don’t fit in.
680 const ALLOC_MAX_U32: u32 = i32::MAX as u32;
681 /// Guaranteed to be no bigger than isize::MAX which is the maximum size of an allocation,
682 /// except on 16-bit platforms which we certainly don’t fit in.
683 const ALLOC_MAX_U64: u64 = i32::MAX as u64;
684
685 Self {
686 max_texture_dimension_1d: ALLOC_MAX_U32,
687 max_texture_dimension_2d: ALLOC_MAX_U32,
688 max_texture_dimension_3d: ALLOC_MAX_U32,
689 max_texture_array_layers: ALLOC_MAX_U32,
690 max_bind_groups: ALLOC_MAX_U32,
691 max_bind_groups_plus_vertex_buffers: ALLOC_MAX_U32,
692 max_bindings_per_bind_group: ALLOC_MAX_U32,
693 max_dynamic_uniform_buffers_per_pipeline_layout: ALLOC_MAX_U32,
694 max_dynamic_storage_buffers_per_pipeline_layout: ALLOC_MAX_U32,
695 max_sampled_textures_per_shader_stage: ALLOC_MAX_U32,
696 max_samplers_per_shader_stage: ALLOC_MAX_U32,
697 max_storage_buffers_per_shader_stage: ALLOC_MAX_U32,
698 max_storage_textures_per_shader_stage: ALLOC_MAX_U32,
699 max_uniform_buffers_per_shader_stage: ALLOC_MAX_U32,
700 max_binding_array_elements_per_shader_stage: ALLOC_MAX_U32,
701 max_binding_array_sampler_elements_per_shader_stage: ALLOC_MAX_U32,
702 max_binding_array_acceleration_structure_elements_per_shader_stage: ALLOC_MAX_U32,
703 max_uniform_buffer_binding_size: ALLOC_MAX_U64,
704 max_storage_buffer_binding_size: ALLOC_MAX_U64,
705 max_vertex_buffers: ALLOC_MAX_U32,
706 max_buffer_size: ALLOC_MAX_U64,
707 max_vertex_attributes: ALLOC_MAX_U32,
708 max_vertex_buffer_array_stride: ALLOC_MAX_U32,
709 max_inter_stage_shader_variables: ALLOC_MAX_U32,
710 min_uniform_buffer_offset_alignment: 1,
711 min_storage_buffer_offset_alignment: 1,
712 max_color_attachments: ALLOC_MAX_U32,
713 max_color_attachment_bytes_per_sample: ALLOC_MAX_U32,
714 max_compute_workgroup_storage_size: ALLOC_MAX_U32,
715 max_compute_invocations_per_workgroup: ALLOC_MAX_U32,
716 max_compute_workgroup_size_x: ALLOC_MAX_U32,
717 max_compute_workgroup_size_y: ALLOC_MAX_U32,
718 max_compute_workgroup_size_z: ALLOC_MAX_U32,
719 max_compute_workgroups_per_dimension: ALLOC_MAX_U32,
720 max_immediate_size: ALLOC_MAX_U32,
721 max_non_sampler_bindings: ALLOC_MAX_U32,
722
723 max_task_workgroup_total_count: ALLOC_MAX_U32,
724 max_task_workgroups_per_dimension: ALLOC_MAX_U32,
725 max_mesh_workgroup_total_count: ALLOC_MAX_U32,
726 max_mesh_workgroups_per_dimension: ALLOC_MAX_U32,
727 max_task_invocations_per_workgroup: ALLOC_MAX_U32,
728 max_task_invocations_per_dimension: ALLOC_MAX_U32,
729 max_mesh_invocations_per_workgroup: ALLOC_MAX_U32,
730 max_mesh_invocations_per_dimension: ALLOC_MAX_U32,
731 max_task_payload_size: ALLOC_MAX_U32,
732 max_mesh_output_vertices: ALLOC_MAX_U32,
733 max_mesh_output_primitives: ALLOC_MAX_U32,
734 max_mesh_output_layers: ALLOC_MAX_U32,
735 max_mesh_multiview_view_count: ALLOC_MAX_U32,
736
737 max_blas_primitive_count: ALLOC_MAX_U32,
738 max_blas_geometry_count: ALLOC_MAX_U32,
739 max_tlas_instance_count: ALLOC_MAX_U32,
740 max_acceleration_structures_per_shader_stage: ALLOC_MAX_U32,
741 max_buffers_and_acceleration_structures_per_shader_stage: ALLOC_MAX_U32,
742
743 max_multiview_view_count: ALLOC_MAX_U32,
744 max_ray_dispatch_count: ALLOC_MAX_U32,
745 max_ray_recursion_depth: ALLOC_MAX_U32,
746 }
747 }
748
749 /// Modify the current limits to use the resolution limits of the other.
750 ///
751 /// This is useful because the swapchain might need to be larger than any other image in the application.
752 ///
753 /// If your application only needs 512x512, you might be running on a 4k display and need extremely high resolution limits.
754 #[must_use]
755 pub const fn using_resolution(self, other: Self) -> Self {
756 Self {
757 max_texture_dimension_1d: other.max_texture_dimension_1d,
758 max_texture_dimension_2d: other.max_texture_dimension_2d,
759 max_texture_dimension_3d: other.max_texture_dimension_3d,
760 ..self
761 }
762 }
763
764 /// Modify the current limits to use the buffer alignment limits of the adapter.
765 ///
766 /// This is useful for when you'd like to dynamically use the "best" supported buffer alignments.
767 #[must_use]
768 pub const fn using_alignment(self, other: Self) -> Self {
769 Self {
770 min_uniform_buffer_offset_alignment: other.min_uniform_buffer_offset_alignment,
771 min_storage_buffer_offset_alignment: other.min_storage_buffer_offset_alignment,
772 ..self
773 }
774 }
775
776 /// The minimum guaranteed limits for acceleration structures if you enable [`Features::EXPERIMENTAL_RAY_QUERY`]
777 #[must_use]
778 pub const fn using_minimum_supported_acceleration_structure_values(self) -> Self {
779 Self {
780 max_blas_geometry_count: (1 << 24) - 1, // 2^24 - 1: Vulkan's minimum
781 max_tlas_instance_count: (1 << 24) - 1, // 2^24 - 1: Vulkan's minimum
782 max_blas_primitive_count: 1 << 28, // 2^28: Metal's minimum
783 // On metal acceleration structures are limited because they share buffer slots
784 max_acceleration_structures_per_shader_stage: 1,
785 max_buffers_and_acceleration_structures_per_shader_stage: 29,
786 ..self
787 }
788 }
789
790 /// Modify the current limits to use the acceleration structure limits of `other` (`other` could
791 /// be the limits of the adapter).
792 #[must_use]
793 pub const fn using_acceleration_structure_values(self, other: Self) -> Self {
794 Self {
795 max_blas_geometry_count: other.max_blas_geometry_count,
796 max_tlas_instance_count: other.max_tlas_instance_count,
797 max_blas_primitive_count: other.max_blas_primitive_count,
798 max_acceleration_structures_per_shader_stage: other
799 .max_acceleration_structures_per_shader_stage,
800 max_buffers_and_acceleration_structures_per_shader_stage: other
801 .max_buffers_and_acceleration_structures_per_shader_stage,
802 ..self
803 }
804 }
805
806 /// The minimum guaranteed limits for acceleration structures if you enable [`Features::EXPERIMENTAL_RAY_TRACING_PIPELINES`]
807 /// These may change in the future (including downwards).
808 #[must_use]
809 pub const fn using_minimum_supported_ray_tracing_pipeline_values(self) -> Self {
810 Self {
811 max_ray_dispatch_count: 1 << 30,
812 max_ray_recursion_depth: 1,
813 ..self
814 }
815 }
816
817 /// The recommended minimum limits for mesh shaders if you enable [`Features::EXPERIMENTAL_MESH_SHADER`]
818 ///
819 /// These are chosen somewhat arbitrarily. They are small enough that they should cover all physical devices,
820 /// but not necessarily all use cases.
821 #[must_use]
822 pub const fn using_recommended_minimum_mesh_shader_values(self) -> Self {
823 Self {
824 // These are DirectX limitations (both nvidia and AMD match these exactly on vulkan)
825 // Note that Mac2 (newest intel macs) support up to 1024, but this is low enough,
826 // to make use of mesh shaders nonviable in most cases.
827 // We therefore, don't expose mesh shading on these devices.
828 // In contrast, here is no limit for any A-series or M-series chip.
829 max_task_workgroup_total_count: 2u32.pow(22),
830 max_task_workgroups_per_dimension: 65535,
831 // These are metal limitations
832 // M3 ups both of these to 1M
833 max_mesh_workgroup_total_count: 1024,
834 max_mesh_workgroups_per_dimension: 1024,
835 // Nvidia limit on vulkan
836 max_task_invocations_per_workgroup: 128,
837 max_task_invocations_per_dimension: 64,
838
839 // DX12 limitation, revisit for vulkan
840 max_mesh_invocations_per_workgroup: 128,
841 max_mesh_invocations_per_dimension: 128,
842
843 // Metal specifies this as its max
844 max_task_payload_size: 16384 - 32,
845 // DX12 limitation, revisit for vulkan
846 max_mesh_output_vertices: 256,
847 max_mesh_output_primitives: 256,
848 // llvmpipe once again requires this to be 8. An RTX 3060 supports well over 1024.
849 // Also DX12 vaguely suggests going over this is illegal in some cases.
850 max_mesh_output_layers: 8,
851 // llvmpipe reports 0 multiview count, which just means no multiview is allowed
852 max_mesh_multiview_view_count: 0,
853 ..self
854 }
855 }
856
857 /// Compares every limits within self is within the limits given in `allowed`.
858 ///
859 /// If you need detailed information on failures, look at [`Limits::check_limits_with_fail_fn`].
860 #[must_use]
861 pub fn check_limits(&self, allowed: &Self) -> bool {
862 let mut within = true;
863 self.check_limits_with_fail_fn(allowed, true, |_, _, _| within = false);
864 within
865 }
866
867 /// Compares every limits within self is within the limits given in `allowed`.
868 /// For an easy to use binary choice, use [`Limits::check_limits`].
869 ///
870 /// If a value is not within the allowed limit, this function calls the `fail_fn`
871 /// with the:
872 /// - limit name
873 /// - self's limit
874 /// - allowed's limit.
875 ///
876 /// If fatal is true, a single failure bails out the comparison after a single failure.
877 pub fn check_limits_with_fail_fn(
878 &self,
879 allowed: &Self,
880 fatal: bool,
881 mut fail_fn: impl FnMut(&'static str, u64, u64),
882 ) {
883 macro_rules! check_with_fail_fn {
884 ($name:ident, $ordering:expr) => {
885 let invalid_ord = $ordering.reverse();
886 if self.$name.cmp(&allowed.$name) == invalid_ord {
887 fail_fn(stringify!($name), self.$name as u64, allowed.$name as u64);
888 if fatal {
889 return;
890 }
891 }
892 };
893 }
894
895 with_limits!(check_with_fail_fn);
896 }
897
898 /// For each limit in `other` that is better than the value in `self`,
899 /// replace the value in `self` with the value from `other`.
900 ///
901 /// A request for a limit value less than the WebGPU-specified default must
902 /// be ignored. This function is used to clamp such requests to the default
903 /// value.
904 ///
905 /// This function is not for clamping requests for values beyond the
906 /// supported limits. For that purpose the desired function would be
907 /// `or_worse_values_from`.
908 #[must_use]
909 pub fn or_better_values_from(mut self, other: &Self) -> Self {
910 macro_rules! or_better_value_from {
911 ($name:ident, $ordering:expr) => {
912 match $ordering {
913 // Limits that are maximum values (most of them)
914 Ordering::Less => self.$name = self.$name.max(other.$name),
915 // Limits that are minimum values
916 Ordering::Greater => self.$name = self.$name.min(other.$name),
917 Ordering::Equal => unreachable!(),
918 }
919 };
920 }
921
922 with_limits!(or_better_value_from);
923
924 self
925 }
926
927 /// For each limit in `other` that is worse than the value in `self`,
928 /// replace the value in `self` with the value from `other`.
929 ///
930 /// This function is for clamping requests for values beyond the
931 /// supported limits.
932 #[must_use]
933 pub fn or_worse_values_from(mut self, other: &Self) -> Self {
934 macro_rules! or_worse_value_from {
935 ($name:ident, $ordering:expr) => {
936 match $ordering {
937 // Limits that are maximum values (most of them)
938 Ordering::Less => self.$name = self.$name.min(other.$name),
939 // Limits that are minimum values
940 Ordering::Greater => self.$name = self.$name.max(other.$name),
941 Ordering::Equal => unreachable!(),
942 }
943 };
944 }
945
946 with_limits!(or_worse_value_from);
947
948 self
949 }
950
951 /// Sets all native-only limits to zero, except for `max_non_sampler_bindings`.
952 pub fn zero_native_only(&mut self) {
953 let Self {
954 max_texture_dimension_1d: _,
955 max_texture_dimension_2d: _,
956 max_texture_dimension_3d: _,
957 max_texture_array_layers: _,
958 max_bind_groups: _,
959 max_bind_groups_plus_vertex_buffers: _,
960 max_bindings_per_bind_group: _,
961 max_dynamic_uniform_buffers_per_pipeline_layout: _,
962 max_dynamic_storage_buffers_per_pipeline_layout: _,
963 max_sampled_textures_per_shader_stage: _,
964 max_samplers_per_shader_stage: _,
965 max_storage_buffers_per_shader_stage: _,
966 max_storage_textures_per_shader_stage: _,
967 max_uniform_buffers_per_shader_stage: _,
968 max_uniform_buffer_binding_size: _,
969 max_storage_buffer_binding_size: _,
970 max_vertex_buffers: _,
971 max_buffer_size: _,
972 max_vertex_attributes: _,
973 max_vertex_buffer_array_stride: _,
974 max_inter_stage_shader_variables: _,
975 min_uniform_buffer_offset_alignment: _,
976 min_storage_buffer_offset_alignment: _,
977 max_color_attachments: _,
978 max_color_attachment_bytes_per_sample: _,
979 max_compute_workgroup_storage_size: _,
980 max_compute_invocations_per_workgroup: _,
981 max_compute_workgroup_size_x: _,
982 max_compute_workgroup_size_y: _,
983 max_compute_workgroup_size_z: _,
984 max_compute_workgroups_per_dimension: _,
985 max_immediate_size: _,
986 max_non_sampler_bindings: _, // This is more of an internal setting rather than a limit and it can't be 0.
987
988 max_binding_array_elements_per_shader_stage,
989 max_binding_array_acceleration_structure_elements_per_shader_stage,
990 max_binding_array_sampler_elements_per_shader_stage,
991 max_task_workgroup_total_count,
992 max_task_workgroups_per_dimension,
993 max_mesh_workgroup_total_count,
994 max_mesh_workgroups_per_dimension,
995 max_task_invocations_per_workgroup,
996 max_task_invocations_per_dimension,
997 max_mesh_invocations_per_workgroup,
998 max_mesh_invocations_per_dimension,
999 max_task_payload_size,
1000 max_mesh_output_vertices,
1001 max_mesh_output_primitives,
1002 max_mesh_output_layers,
1003 max_mesh_multiview_view_count,
1004 max_blas_primitive_count,
1005 max_blas_geometry_count,
1006 max_tlas_instance_count,
1007 max_acceleration_structures_per_shader_stage,
1008 max_buffers_and_acceleration_structures_per_shader_stage,
1009 max_multiview_view_count,
1010 max_ray_dispatch_count,
1011 max_ray_recursion_depth,
1012 } = self;
1013 *max_binding_array_elements_per_shader_stage = 0;
1014 *max_binding_array_acceleration_structure_elements_per_shader_stage = 0;
1015 *max_binding_array_sampler_elements_per_shader_stage = 0;
1016 *max_task_workgroup_total_count = 0;
1017 *max_task_workgroups_per_dimension = 0;
1018 *max_mesh_workgroup_total_count = 0;
1019 *max_mesh_workgroups_per_dimension = 0;
1020 *max_task_invocations_per_workgroup = 0;
1021 *max_task_invocations_per_dimension = 0;
1022 *max_mesh_invocations_per_workgroup = 0;
1023 *max_mesh_invocations_per_dimension = 0;
1024 *max_task_payload_size = 0;
1025 *max_mesh_output_vertices = 0;
1026 *max_mesh_output_primitives = 0;
1027 *max_mesh_output_layers = 0;
1028 *max_mesh_multiview_view_count = 0;
1029 *max_blas_primitive_count = 0;
1030 *max_blas_geometry_count = 0;
1031 *max_tlas_instance_count = 0;
1032 *max_acceleration_structures_per_shader_stage = 0;
1033 *max_buffers_and_acceleration_structures_per_shader_stage = 0;
1034 *max_multiview_view_count = 0;
1035 *max_ray_dispatch_count = 0;
1036 *max_ray_recursion_depth = 0;
1037 }
1038}
1039
1040/// Represents the sets of additional limits on an adapter,
1041/// which take place when running on downlevel backends.
1042#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
1043#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
1044pub struct DownlevelLimits {}
1045
1046#[allow(clippy::derivable_impls)]
1047impl Default for DownlevelLimits {
1048 fn default() -> Self {
1049 DownlevelLimits {}
1050 }
1051}
1052
1053/// Lists various ways the underlying platform does not conform to the WebGPU standard.
1054#[derive(Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
1055#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
1056pub struct DownlevelCapabilities {
1057 /// Combined boolean flags.
1058 pub flags: DownlevelFlags,
1059 /// Additional limits
1060 pub limits: DownlevelLimits,
1061 /// Which collections of features shaders support. Defined in terms of D3D's shader models.
1062 pub shader_model: ShaderModel,
1063}
1064
1065impl Default for DownlevelCapabilities {
1066 fn default() -> Self {
1067 Self {
1068 flags: DownlevelFlags::all(),
1069 limits: DownlevelLimits::default(),
1070 shader_model: ShaderModel::Sm5,
1071 }
1072 }
1073}
1074
1075impl DownlevelCapabilities {
1076 /// Returns true if the underlying platform offers complete support of the baseline WebGPU standard.
1077 ///
1078 /// If this returns false, some parts of the API will result in validation errors where they would not normally.
1079 /// These parts can be determined by the values in this structure.
1080 #[must_use]
1081 pub fn is_webgpu_compliant(&self) -> bool {
1082 self.flags.contains(DownlevelFlags::compliant())
1083 && self.limits == DownlevelLimits::default()
1084 && self.shader_model >= ShaderModel::Sm5
1085 }
1086}
1087
1088bitflags::bitflags! {
1089 /// Binary flags listing features that may or may not be present on downlevel adapters.
1090 ///
1091 /// A downlevel adapter is a GPU adapter that wgpu supports, but with potentially limited
1092 /// features, due to the lack of hardware feature support.
1093 ///
1094 /// Flags that are **not** present for a downlevel adapter or device usually indicates
1095 /// non-compliance with the WebGPU specification, but not always.
1096 ///
1097 /// You can check whether a set of flags is compliant through the
1098 /// [`DownlevelCapabilities::is_webgpu_compliant()`] function.
1099 #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
1100 #[cfg_attr(feature = "serde", serde(transparent))]
1101 #[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
1102 pub struct DownlevelFlags: u32 {
1103 /// The device supports compiling and using compute shaders.
1104 ///
1105 /// WebGL2, and GLES3.0 devices do not support compute.
1106 const COMPUTE_SHADERS = 1 << 0;
1107 /// Supports binding storage buffers and textures to fragment shaders.
1108 const FRAGMENT_WRITABLE_STORAGE = 1 << 1;
1109 /// Supports indirect drawing and dispatching.
1110 ///
1111 /// [`Self::COMPUTE_SHADERS`] must be present for this flag.
1112 ///
1113 /// WebGL2, GLES 3.0, and Metal on Apple1/Apple2 GPUs do not support indirect.
1114 const INDIRECT_EXECUTION = 1 << 2;
1115 /// Supports non-zero `base_vertex` parameter to direct indexed draw calls.
1116 ///
1117 /// Indirect calls, if supported, always support non-zero `base_vertex`.
1118 ///
1119 /// Supported by:
1120 /// - Vulkan
1121 /// - DX12
1122 /// - Metal on Apple3+ or Mac1+
1123 /// - OpenGL 3.2+
1124 /// - OpenGL ES 3.2
1125 const BASE_VERTEX = 1 << 3;
1126 /// Supports reading from a depth/stencil texture while using it as a read-only
1127 /// depth/stencil attachment.
1128 ///
1129 /// The WebGL2 and GLES backends do not support RODS.
1130 const READ_ONLY_DEPTH_STENCIL = 1 << 4;
1131 /// Supports textures with mipmaps which have a non power of two size.
1132 const NON_POWER_OF_TWO_MIPMAPPED_TEXTURES = 1 << 5;
1133 /// Supports textures that are cube arrays.
1134 const CUBE_ARRAY_TEXTURES = 1 << 6;
1135 /// Supports comparison samplers.
1136 const COMPARISON_SAMPLERS = 1 << 7;
1137 /// Supports different blend operations per color attachment.
1138 const INDEPENDENT_BLEND = 1 << 8;
1139 /// Supports storage buffers in vertex shaders.
1140 const VERTEX_STORAGE = 1 << 9;
1141
1142 /// Supports samplers with anisotropic filtering. Note this isn't actually required by
1143 /// WebGPU, the implementation is allowed to completely ignore aniso clamp. This flag is
1144 /// here for native backends so they can communicate to the user of aniso is enabled.
1145 ///
1146 /// All backends and all devices support anisotropic filtering.
1147 const ANISOTROPIC_FILTERING = 1 << 10;
1148
1149 /// Supports storage buffers in fragment shaders.
1150 const FRAGMENT_STORAGE = 1 << 11;
1151
1152 /// Supports sample-rate shading.
1153 const MULTISAMPLED_SHADING = 1 << 12;
1154
1155 /// Supports copies between depth textures and buffers.
1156 ///
1157 /// GLES/WebGL don't support this.
1158 const DEPTH_TEXTURE_AND_BUFFER_COPIES = 1 << 13;
1159
1160 /// Supports all the texture usages described in WebGPU. If this isn't supported, you
1161 /// should call `get_texture_format_features` to get how you can use textures of a given format
1162 const WEBGPU_TEXTURE_FORMAT_SUPPORT = 1 << 14;
1163
1164 /// Supports buffer bindings with sizes that aren't a multiple of 16.
1165 ///
1166 /// WebGL doesn't support this.
1167 const BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED = 1 << 15;
1168
1169 /// Supports buffers to combine [`BufferUsages::INDEX`] with usages other than [`BufferUsages::COPY_DST`] and [`BufferUsages::COPY_SRC`].
1170 /// Furthermore, in absence of this feature it is not allowed to copy index buffers from/to buffers with a set of usage flags containing
1171 /// [`BufferUsages::VERTEX`]/[`BufferUsages::UNIFORM`]/[`BufferUsages::STORAGE`] or [`BufferUsages::INDIRECT`].
1172 ///
1173 /// WebGL doesn't support this.
1174 const UNRESTRICTED_INDEX_BUFFER = 1 << 16;
1175
1176 /// Supports full 32-bit range indices (2^32-1 as opposed to 2^24-1 without this flag)
1177 ///
1178 /// Corresponds to Vulkan's `VkPhysicalDeviceFeatures.fullDrawIndexUint32`
1179 const FULL_DRAW_INDEX_UINT32 = 1 << 17;
1180
1181 /// Supports depth bias clamping
1182 ///
1183 /// Corresponds to Vulkan's `VkPhysicalDeviceFeatures.depthBiasClamp`
1184 const DEPTH_BIAS_CLAMP = 1 << 18;
1185
1186 /// Supports specifying which view format values are allowed when create_view() is called on a texture.
1187 ///
1188 /// The WebGL and GLES backends doesn't support this.
1189 const VIEW_FORMATS = 1 << 19;
1190
1191 /// With this feature not present, there are the following restrictions on `Queue::copy_external_image_to_texture`:
1192 /// - The source must not be [`web_sys::OffscreenCanvas`]
1193 /// - [`CopyExternalImageSourceInfo::origin`] must be zero.
1194 /// - [`CopyExternalImageDestInfo::color_space`] must be srgb.
1195 /// - If the source is an [`web_sys::ImageBitmap`]:
1196 /// - [`CopyExternalImageSourceInfo::flip_y`] must be false.
1197 /// - [`CopyExternalImageDestInfo::premultiplied_alpha`] must be false.
1198 ///
1199 /// WebGL doesn't support this. WebGPU does.
1200 const UNRESTRICTED_EXTERNAL_TEXTURE_COPIES = 1 << 20;
1201
1202 /// Supports specifying which view formats are allowed when calling create_view on the texture returned by
1203 /// `Surface::get_current_texture`.
1204 ///
1205 /// The GLES/WebGL and Vulkan on Android doesn't support this.
1206 const SURFACE_VIEW_FORMATS = 1 << 21;
1207
1208 /// If this is true, calls to `CommandEncoder::resolve_query_set` will be performed on the queue timeline.
1209 ///
1210 /// If this is false, calls to `CommandEncoder::resolve_query_set` will be performed on the device (i.e. cpu) timeline
1211 /// and will block that timeline until the query has data. You may work around this limitation by waiting until the submit
1212 /// whose queries you are resolving is fully finished (through use of `queue.on_submitted_work_done`) and only
1213 /// then submitting the resolve_query_set command. The queries will be guaranteed finished, so will not block.
1214 ///
1215 /// Supported by:
1216 /// - Vulkan,
1217 /// - DX12
1218 /// - Metal
1219 /// - OpenGL 4.4+
1220 ///
1221 /// Not Supported by:
1222 /// - GL ES / WebGL
1223 const NONBLOCKING_QUERY_RESOLVE = 1 << 22;
1224
1225 /// Allows shaders to use `quantizeToF16`, `pack2x16float`, and `unpack2x16float`, which
1226 /// operate on `f16`-precision values stored in `f32`s.
1227 ///
1228 /// Not supported by Vulkan on Mesa when [`Features::SHADER_F16`] is absent.
1229 const SHADER_F16_IN_F32 = 1 << 23;
1230
1231 /// Supports features introduced in MSL 2.1.
1232 const MSL2_1 = 1 << 24;
1233
1234 /// The adapter supports the WebGPU texture compression requirement:
1235 /// BC || (ETC2 && ASTC).
1236 ///
1237 /// See <https://www.w3.org/TR/webgpu/#adapter-capability-guarantees>.
1238 const TEXTURE_COMPRESSION = 1 << 25;
1239 }
1240}
1241
1242impl DownlevelFlags {
1243 /// All flags that indicate if the backend is WebGPU compliant
1244 #[must_use]
1245 pub const fn compliant() -> Self {
1246 // We use manual bit twiddling to make this a const fn as `Sub` and `.remove` aren't const
1247
1248 // WebGPU doesn't actually require aniso
1249 Self::from_bits_truncate(Self::all().bits() & !Self::ANISOTROPIC_FILTERING.bits())
1250 }
1251}
1252
1253/// Collections of shader features a device supports if they support less than WebGPU normally allows.
1254// TODO: Fill out the differences between shader models more completely
1255#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
1256#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
1257pub enum ShaderModel {
1258 /// Extremely limited shaders, including a total instruction limit.
1259 Sm2,
1260 /// Missing minor features and storage images.
1261 Sm4,
1262 /// WebGPU supports shader module 5.
1263 Sm5,
1264}
1265
1266#[cfg(test)]
1267mod tests {
1268 use super::*;
1269 use alloc::{format, string::String, vec::Vec};
1270
1271 fn side_by_side(left: &str, right: &str) -> String {
1272 let left_lines: Vec<&str> = left.lines().map(str::trim).collect();
1273 let right_lines: Vec<&str> = right.lines().map(str::trim).collect();
1274 let max_lines = left_lines.len().max(right_lines.len());
1275 let diffs: Vec<(&str, &str)> = (0..max_lines)
1276 .map(|i| {
1277 let l = *left_lines.get(i).unwrap_or(&"");
1278 let r = *right_lines.get(i).unwrap_or(&"");
1279 (l, r)
1280 })
1281 .filter(|(l, r)| l != r)
1282 .collect();
1283 let left_width = diffs.iter().map(|(l, _)| l.len()).max().unwrap_or(0);
1284 let mut out = String::new();
1285 for (l, r) in &diffs {
1286 out += &format!("{:<width$} | {}\n", l, r, width = left_width);
1287 }
1288 out
1289 }
1290
1291 #[test]
1292 fn with_limits_exhaustive() {
1293 // Check that all limits are included in `with_limits!`, by using it to
1294 // replicate `Limits::unlimited()`.
1295 let mut limits = Limits::default();
1296
1297 macro_rules! set_to_max {
1298 ($name:ident, $ordering:expr) => {
1299 if $ordering == Ordering::Less {
1300 limits.$name = i32::MAX as _;
1301 } else {
1302 limits.$name = 1;
1303 }
1304 };
1305 }
1306
1307 with_limits!(set_to_max);
1308
1309 assert_eq!(
1310 limits,
1311 Limits::unlimited(),
1312 "with_limits! did not replicate Limits::unlimited():\n{}",
1313 side_by_side(
1314 &format!("with_limits!\n------------\n{:#?}", limits),
1315 &format!(
1316 "Limits::unlimited()\n-------------------\n{:#?}",
1317 Limits::unlimited()
1318 ),
1319 )
1320 );
1321 }
1322}