#[repr(C)]
pub struct Limits {
Show 28 fields pub max_texture_dimension_1d: u32, pub max_texture_dimension_2d: u32, pub max_texture_dimension_3d: u32, pub max_texture_array_layers: u32, pub max_bind_groups: u32, pub max_dynamic_uniform_buffers_per_pipeline_layout: u32, pub max_dynamic_storage_buffers_per_pipeline_layout: u32, pub max_sampled_textures_per_shader_stage: u32, pub max_samplers_per_shader_stage: u32, pub max_storage_buffers_per_shader_stage: u32, pub max_storage_textures_per_shader_stage: u32, pub max_uniform_buffers_per_shader_stage: u32, pub max_uniform_buffer_binding_size: u32, pub max_storage_buffer_binding_size: u32, pub max_vertex_buffers: u32, pub max_vertex_attributes: u32, pub max_vertex_buffer_array_stride: u32, pub max_push_constant_size: u32, pub min_uniform_buffer_offset_alignment: u32, pub min_storage_buffer_offset_alignment: u32, pub max_inter_stage_shader_components: u32, pub max_compute_workgroup_storage_size: u32, pub max_compute_invocations_per_workgroup: u32, pub max_compute_workgroup_size_x: u32, pub max_compute_workgroup_size_y: u32, pub max_compute_workgroup_size_z: u32, pub max_compute_workgroups_per_dimension: u32, pub max_buffer_size: u64,
}
Expand description

Represents the sets of limits an adapter/device supports.

We provide three different defaults.

  • Limits::downlevel_defaults(). This is a set of limits that is guaranteed to work on almost all backends, including “downlevel” backends such as OpenGL and D3D11, other than WebGL. For most applications we recommend using these limits, assuming they are high enough for your application, and you do not intent to support WebGL.
  • Limits::downlevel_webgl2_defaults() This is a set of limits that is lower even than the downlevel_defaults(), configured to be low enough to support running in the browser using WebGL2.
  • Limits::default(). This is the set of limits that is guarenteed to work on all modern backends and is guarenteed to be supported by WebGPU. Applications needing more modern features can use this as a reasonable set of limits if they are targetting only desktop and modern mobile devices.

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

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

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

Corresponds to WebGPU GPUSupportedLimits.

Fields

max_texture_dimension_1d: u32

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

max_texture_dimension_2d: u32

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

max_texture_dimension_3d: u32

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

max_texture_array_layers: u32

Maximum allowed value for the size.depth_or_array_layers of a texture created with TextureDimension::D1 or TextureDimension::D2. Defaults to 256. Higher is “better”.

max_bind_groups: u32

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

max_dynamic_uniform_buffers_per_pipeline_layout: u32

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

max_dynamic_storage_buffers_per_pipeline_layout: u32

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

max_sampled_textures_per_shader_stage: u32

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

max_samplers_per_shader_stage: u32

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

max_storage_buffers_per_shader_stage: u32

Amount of storage buffers visible in a single shader stage. Defaults to 8. Higher is “better”.

max_storage_textures_per_shader_stage: u32

Amount of storage textures visible in a single shader stage. Defaults to 8. Higher is “better”.

max_uniform_buffers_per_shader_stage: u32

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

max_uniform_buffer_binding_size: u32

Maximum size in bytes of a binding to a uniform buffer. Defaults to 64 KB. Higher is “better”.

max_storage_buffer_binding_size: u32

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

max_vertex_buffers: u32

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

max_vertex_attributes: u32

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

max_vertex_buffer_array_stride: u32

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

max_push_constant_size: u32

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

Expect the size to be:

  • Vulkan: 128-256 bytes
  • DX12: 256 bytes
  • Metal: 4096 bytes
  • DX11 & OpenGL don’t natively support push constants, and are emulated with uniforms, so this number is less useful but likely 256.
min_uniform_buffer_offset_alignment: u32

Required BufferBindingType::Uniform alignment for BufferBinding::offset when creating a BindGroup, or for set_bind_group dynamicOffsets. Defaults to 256. Lower is “better”.

min_storage_buffer_offset_alignment: u32

Required BufferBindingType::Storage alignment for BufferBinding::offset when creating a BindGroup, or for set_bind_group dynamicOffsets. Defaults to 256. Lower is “better”.

max_inter_stage_shader_components: u32

Maximum allowed number of components (scalars) of input or output locations for inter-stage communication (vertex outputs to fragment inputs). Defaults to 60.

max_compute_workgroup_storage_size: u32

Maximum number of bytes used for workgroup memory in a compute entry point. Defaults to 16352.

max_compute_invocations_per_workgroup: u32

Maximum value of the product of the workgroup_size dimensions for a compute entry-point. Defaults to 256.

max_compute_workgroup_size_x: u32

The maximum value of the workgroup_size X dimension for a compute stage ShaderModule entry-point. Defaults to 256.

max_compute_workgroup_size_y: u32

The maximum value of the workgroup_size Y dimension for a compute stage ShaderModule entry-point. Defaults to 256.

max_compute_workgroup_size_z: u32

The maximum value of the workgroup_size Z dimension for a compute stage ShaderModule entry-point. Defaults to 64.

max_compute_workgroups_per_dimension: u32

The maximum value for each dimension of a ComputePass::dispatch(x, y, z) operation. Defaults to 65535.

max_buffer_size: u64

A limit above which buffer allocations are guaranteed to fail.

Buffer allocations below the maximum buffer size may not succed depending on available memory, fragmentation and other factors.

Implementations

These default limits are guarenteed to be compatible with GLES-3.1, and D3D11

These default limits are guarenteed to be compatible with GLES-3.0, and D3D11, and WebGL2

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

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

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

Modify the current limits to use the buffer alignment limits of the adapter.

This is useful for when you’d like to dynamically use the “best” supported buffer alignments.

Compares every limits within self is within the limits given in allowed.

If you need detailed information on failures, look at Limits::check_limits_with_fail_fn.

Compares every limits within self is within the limits given in allowed. For an easy to use binary choice, use Limits::check_limits.

If a value is not within the allowed limit, this function calls the fail_fn with the:

  • limit name
  • self’s limit
  • allowed’s limit.

If fatal is true, a single failure bails out the comparison after a single failure.

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

Returns the “default value” for a type. Read more

Feeds this value into the given Hasher. Read more

Feeds a slice of this type into the given Hasher. Read more

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

This method tests for !=.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.