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backend: dx12Issues with DX12 or DXGIIssues with DX12 or DXGIhelp requiredWe need community help to make this happen.We need community help to make this happen.type: enhancementNew feature or requestNew feature or request
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We should go through the limits and feature code for d3d12 - specifically looking at the implications of resource binding tiers, partial binding, etc
https://learn.microsoft.com/en-us/windows/win32/direct3d12/hardware-support
- We can assume FL11_1 for WebGPU purposes. So this can be set to
64 / 2 shader stages / 2 types of UAVs= 16 minimum for bothmax_storage_textures_per_shader_stageandmax_storage_buffers_per_shader_stage
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backend: dx12Issues with DX12 or DXGIIssues with DX12 or DXGIhelp requiredWe need community help to make this happen.We need community help to make this happen.type: enhancementNew feature or requestNew feature or request
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