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Audit D3D12 Features and Limits wrt Resource Binding Tiers #3333

@cwfitzgerald

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@cwfitzgerald

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 both max_storage_textures_per_shader_stage and max_storage_buffers_per_shader_stage

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    backend: dx12Issues with DX12 or DXGIhelp requiredWe need community help to make this happen.type: enhancementNew feature or request

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