Struct bevy_internal::render::settings::WgpuLimits
source · #[repr(C)]pub struct WgpuLimits {Show 30 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_bindings_per_bind_group: 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_buffer_size: u64,
pub max_vertex_attributes: u32,
pub max_vertex_buffer_array_stride: 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_push_constant_size: u32,
pub max_non_sampler_bindings: u32,
}
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 thedownlevel_defaults()
, configured to be low enough to support running in the browser using WebGL2.Limits::default()
. This is the set of limits that is guaranteed to work on all modern backends and is guaranteed to be supported by WebGPU. Applications needing more modern features can use this as a reasonable set of limits if they are targeting only desktop and modern mobile devices.
We recommend starting with the most restrictive limits you can and manually increasing the limits you need boosted. This will let you stay running on all hardware that supports the limits you need.
Limits “better” than the default must be supported by the adapter and requested when requesting a device. If limits “better” than the adapter supports are requested, requesting a device will panic. Once a device is requested, you may only use resources up to the limits requested even if the adapter supports “better” limits.
Requesting limits that are “better” than you need may cause performance to decrease because the implementation needs to support more than is needed. You should ideally only request exactly what you need.
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::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_bindings_per_bind_group: u32
Maximum binding index allowed in create_bind_group_layout
. Defaults to 1000. 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 4. Higher is “better”.
max_uniform_buffers_per_shader_stage: u32
Amount of uniform buffers visible in a single shader stage. Defaults to 12. Higher is “better”.
max_uniform_buffer_binding_size: u32
Maximum size in bytes of a binding to a uniform buffer. Defaults to 64 KiB. Higher is “better”.
max_storage_buffer_binding_size: u32
Maximum size in bytes of a binding to a storage buffer. Defaults to 128 MiB. Higher is “better”.
max_vertex_buffers: u32
Maximum length of VertexState::buffers
when creating a RenderPipeline
.
Defaults to 8. Higher is “better”.
max_buffer_size: u64
A limit above which buffer allocations are guaranteed to fail. Defaults to 256 MiB. Higher is “better”.
Buffer allocations below the maximum buffer size may not succeed depending on available memory, fragmentation and other factors.
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”.
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. Higher is “better”.
max_compute_workgroup_storage_size: u32
Maximum number of bytes used for workgroup memory in a compute entry point. Defaults to 16352. Higher is “better”.
max_compute_invocations_per_workgroup: u32
Maximum value of the product of the workgroup_size
dimensions for a compute entry-point.
Defaults to 256. Higher is “better”.
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. Higher is “better”.
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. Higher is “better”.
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. Higher is “better”.
max_compute_workgroups_per_dimension: u32
The maximum value for each dimension of a ComputePass::dispatch(x, y, z)
operation.
Defaults to 65535. 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
- OpenGL doesn’t natively support push constants, and are emulated with uniforms, so this number is less useful but likely 256.
max_non_sampler_bindings: u32
Maximum number of live non-sampler bindings.
This limit only affects the d3d12 backend. Using a large number will allow the device to create many bind groups at the cost of a large up-front allocation at device creation.
Implementations§
source§impl Limits
impl Limits
sourcepub fn downlevel_defaults() -> Limits
pub fn downlevel_defaults() -> Limits
These default limits are guaranteed to be compatible with GLES-3.1, and D3D11
Those limits are as follows (different from default are marked with *):
assert_eq!(Limits::downlevel_defaults(), Limits {
max_texture_dimension_1d: 2048, // *
max_texture_dimension_2d: 2048, // *
max_texture_dimension_3d: 256, // *
max_texture_array_layers: 256,
max_bind_groups: 4,
max_bindings_per_bind_group: 1000,
max_dynamic_uniform_buffers_per_pipeline_layout: 8,
max_dynamic_storage_buffers_per_pipeline_layout: 4,
max_sampled_textures_per_shader_stage: 16,
max_samplers_per_shader_stage: 16,
max_storage_buffers_per_shader_stage: 4, // *
max_storage_textures_per_shader_stage: 4,
max_uniform_buffers_per_shader_stage: 12,
max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
max_storage_buffer_binding_size: 128 << 20, // (128 MiB)
max_vertex_buffers: 8,
max_vertex_attributes: 16,
max_vertex_buffer_array_stride: 2048,
max_push_constant_size: 0,
min_uniform_buffer_offset_alignment: 256,
min_storage_buffer_offset_alignment: 256,
max_inter_stage_shader_components: 60,
max_compute_workgroup_storage_size: 16352,
max_compute_invocations_per_workgroup: 256,
max_compute_workgroup_size_x: 256,
max_compute_workgroup_size_y: 256,
max_compute_workgroup_size_z: 64,
max_compute_workgroups_per_dimension: 65535,
max_buffer_size: 256 << 20, // (256 MiB)
max_non_sampler_bindings: 1_000_000,
});
sourcepub fn downlevel_webgl2_defaults() -> Limits
pub fn downlevel_webgl2_defaults() -> Limits
These default limits are guaranteed to be compatible with GLES-3.0, and D3D11, and WebGL2
Those limits are as follows (different from downlevel_defaults
are marked with +,
*’s from downlevel_defaults
shown as well.):
assert_eq!(Limits::downlevel_webgl2_defaults(), Limits {
max_texture_dimension_1d: 2048, // *
max_texture_dimension_2d: 2048, // *
max_texture_dimension_3d: 256, // *
max_texture_array_layers: 256,
max_bind_groups: 4,
max_bindings_per_bind_group: 1000,
max_dynamic_uniform_buffers_per_pipeline_layout: 8,
max_dynamic_storage_buffers_per_pipeline_layout: 0, // +
max_sampled_textures_per_shader_stage: 16,
max_samplers_per_shader_stage: 16,
max_storage_buffers_per_shader_stage: 0, // * +
max_storage_textures_per_shader_stage: 0, // +
max_uniform_buffers_per_shader_stage: 11, // +
max_uniform_buffer_binding_size: 16 << 10, // * (16 KiB)
max_storage_buffer_binding_size: 0, // * +
max_vertex_buffers: 8,
max_vertex_attributes: 16,
max_vertex_buffer_array_stride: 255, // +
max_push_constant_size: 0,
min_uniform_buffer_offset_alignment: 256,
min_storage_buffer_offset_alignment: 256,
max_inter_stage_shader_components: 31,
max_compute_workgroup_storage_size: 0, // +
max_compute_invocations_per_workgroup: 0, // +
max_compute_workgroup_size_x: 0, // +
max_compute_workgroup_size_y: 0, // +
max_compute_workgroup_size_z: 0, // +
max_compute_workgroups_per_dimension: 0, // +
max_buffer_size: 256 << 20, // (256 MiB),
max_non_sampler_bindings: 1_000_000,
});
sourcepub fn using_resolution(self, other: Limits) -> Limits
pub fn using_resolution(self, other: Limits) -> Limits
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.
sourcepub fn using_alignment(self, other: Limits) -> Limits
pub fn using_alignment(self, other: Limits) -> 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.
sourcepub fn check_limits(&self, allowed: &Limits) -> bool
pub fn check_limits(&self, allowed: &Limits) -> bool
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
.
sourcepub fn check_limits_with_fail_fn(
&self,
allowed: &Limits,
fatal: bool,
fail_fn: impl FnMut(&'static str, u64, u64)
)
pub fn check_limits_with_fail_fn( &self, allowed: &Limits, fatal: bool, fail_fn: impl FnMut(&'static str, u64, u64) )
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§
source§impl PartialEq for Limits
impl PartialEq for Limits
impl Eq for Limits
impl StructuralEq for Limits
impl StructuralPartialEq for Limits
Auto Trait Implementations§
impl RefUnwindSafe for Limits
impl Send for Limits
impl Sync for Limits
impl Unpin for Limits
impl UnwindSafe for Limits
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impl<T, U> AsBindGroupShaderType<U> for T
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(where Trait: Downcast
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