GpuAdapterLimits import { GpuAdapterLimits } from "destack:gpu/binding"; Normalized adapter limits. export struct GpuAdapterLimits { maxBindGroups: uint32; maxBindingsPerBindGroup: uint32; maxPushConstantBytes: uint32; maxTextureDimension1D: uint32; maxTextureDimension2D: uint32; maxTextureDimension3D: uint32; maxTextureArrayLayers: uint32; maxColorAttachments: uint32; maxColorAttachmentBytesPerSample: uint32; maxSampledTexturesPerShaderStage: uint32; maxSamplersPerShaderStage: uint32; maxStorageBuffersPerShaderStage: uint32; maxStorageTexturesPerShaderStage: uint32; maxUniformBuffersPerShaderStage: uint32; maxBindingArrayElementsPerShaderStage: uint32; maxBindingArraySamplerElementsPerShaderStage: uint32; maxDynamicUniformBuffersPerPipelineLayout: uint32; maxDynamicStorageBuffersPerPipelineLayout: uint32; maxUniformBufferBindingSize: uint64; maxStorageBufferBindingSize: uint64; minStorageBufferOffsetAlignment: uint32; minUniformBufferOffsetAlignment: uint32; maxVertexBuffers: uint32; maxVertexAttributes: uint32; maxVertexBufferArrayStride: uint32; maxBufferSize: uint64; maxInterStageShaderComponents: uint32; maxInterStageShaderVariables: uint32; maxComputeWorkgroupStorageSize: uint32; maxComputeInvocationsPerWorkgroup: uint32; maxComputeWorkgroupSizeX: uint32; maxComputeWorkgroupSizeY: uint32; maxComputeWorkgroupSizeZ: uint32; maxComputeWorkgroupsPerDimension: uint32; maxImmediateSize: uint32; maxNonSamplerBindings: uint32; maxTaskMeshWorkgroupTotalCount: uint32; maxTaskMeshWorkgroupsPerDimension: uint32; maxTaskInvocationsPerWorkgroup: uint32; maxTaskInvocationsPerDimension: uint32; maxMeshInvocationsPerWorkgroup: uint32; maxMeshInvocationsPerDimension: uint32; maxTaskPayloadSize: uint32; maxMeshOutputVertices: uint32; maxMeshOutputPrimitives: uint32; maxMeshOutputLayers: uint32; maxMeshMultiviewViewCount: uint32; maxBlasPrimitiveCount: uint32; maxBlasGeometryCount: uint32; maxTlasInstanceCount: uint32; maxAccelerationStructuresPerShaderStage: uint32; maxMultiviewViewCount: uint32; } language/library/src/gpu/binding/adapter.ds:253:358 Members maxBindGroups: uint32 Maximum bind groups. maxBindingsPerBindGroup: uint32 Maximum bindings allowed in one bind group. maxPushConstantBytes: uint32 Maximum push constant bytes. maxTextureDimension1D: uint32 Maximum 1D texture dimension. maxTextureDimension2D: uint32 Maximum 2D texture dimension. maxTextureDimension3D: uint32 Maximum 3D texture dimension. maxTextureArrayLayers: uint32 Maximum texture array layers. maxColorAttachments: uint32 Maximum color attachments in one render pass. maxColorAttachmentBytesPerSample: uint32 Maximum color-attachment bytes written per sample. maxSampledTexturesPerShaderStage: uint32 Maximum sampled textures per shader stage. maxSamplersPerShaderStage: uint32 Maximum samplers per shader stage. maxStorageBuffersPerShaderStage: uint32 Maximum storage buffers per shader stage. maxStorageTexturesPerShaderStage: uint32 Maximum storage textures per shader stage. maxUniformBuffersPerShaderStage: uint32 Maximum uniform buffers per shader stage. maxBindingArrayElementsPerShaderStage: uint32 Maximum non-sampler binding-array elements per shader stage. maxBindingArraySamplerElementsPerShaderStage: uint32 Maximum sampler binding-array elements per shader stage. maxDynamicUniformBuffersPerPipelineLayout: uint32 Maximum dynamic uniform buffers per pipeline layout. maxDynamicStorageBuffersPerPipelineLayout: uint32 Maximum dynamic storage buffers per pipeline layout. maxUniformBufferBindingSize: uint64 Maximum uniform buffer binding size. maxStorageBufferBindingSize: uint64 Maximum storage buffer binding size. minStorageBufferOffsetAlignment: uint32 Minimum storage buffer offset alignment. minUniformBufferOffsetAlignment: uint32 Minimum uniform buffer offset alignment. maxVertexBuffers: uint32 Maximum vertex buffers. maxVertexAttributes: uint32 Maximum vertex attributes. maxVertexBufferArrayStride: uint32 Maximum vertex-buffer array stride in bytes. maxBufferSize: uint64 Maximum storage for one GPU buffer in bytes. maxInterStageShaderComponents: uint32 Maximum inter-stage shader components. maxInterStageShaderVariables: uint32 Maximum inter-stage shader variables. maxComputeWorkgroupStorageSize: uint32 Maximum compute workgroup storage in bytes. maxComputeInvocationsPerWorkgroup: uint32 Maximum compute invocations per workgroup. maxComputeWorkgroupSizeX: uint32 Maximum compute workgroup size on x axis. maxComputeWorkgroupSizeY: uint32 Maximum compute workgroup size on y axis. maxComputeWorkgroupSizeZ: uint32 Maximum compute workgroup size on z axis. maxComputeWorkgroupsPerDimension: uint32 Maximum compute workgroups per dispatch dimension. maxImmediateSize: uint32 Maximum immediate-data bytes. maxNonSamplerBindings: uint32 Maximum live non-sampler bindings. maxTaskMeshWorkgroupTotalCount: uint32 Maximum total mesh-task workgroup count. maxTaskMeshWorkgroupsPerDimension: uint32 Maximum mesh-task workgroups per dimension. maxTaskInvocationsPerWorkgroup: uint32 Maximum task-shader invocations per workgroup. maxTaskInvocationsPerDimension: uint32 Maximum task-shader invocations per dimension. maxMeshInvocationsPerWorkgroup: uint32 Maximum mesh-shader invocations per workgroup. maxMeshInvocationsPerDimension: uint32 Maximum mesh-shader invocations per dimension. maxTaskPayloadSize: uint32 Maximum task-shader payload size in bytes. maxMeshOutputVertices: uint32 Maximum mesh-shader output vertices. maxMeshOutputPrimitives: uint32 Maximum mesh-shader output primitives. maxMeshOutputLayers: uint32 Maximum mesh-shader output layers. maxMeshMultiviewViewCount: uint32 Maximum mesh-shader multiview view count. maxBlasPrimitiveCount: uint32 Maximum bottom-level acceleration-structure primitive count. maxBlasGeometryCount: uint32 Maximum bottom-level acceleration-structure geometry count. maxTlasInstanceCount: uint32 Maximum top-level acceleration-structure instance count. maxAccelerationStructuresPerShaderStage: uint32 Maximum acceleration structures per shader stage. maxMultiviewViewCount: uint32 Maximum multiview view count.