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    Struct GPULimits

    Graphics Device limits and constraints descriptor.

    Assembly: FlaxEngine.dll
    File: Engine/Graphics/GPULimits.h
    Syntax
    public struct GPULimits

    Fields

    HasAppendConsumeBuffers

    True if device supports append/consume buffers with counters.

    Declaration
    public bool HasAppendConsumeBuffers
    Field Value
    bool

    HasCompute

    True if device supports Compute shaders.

    Declaration
    public bool HasCompute
    Field Value
    bool

    HasDepthAsSRV

    True if device supports depth buffer texture as a shader resource view.

    Declaration
    public bool HasDepthAsSRV
    Field Value
    bool

    HasDepthClip

    True if device supports depth buffer clipping (see GPUPipelineState::Description::DepthClipEnable).

    Declaration
    public bool HasDepthClip
    Field Value
    bool

    HasDrawIndirect

    True if device supports indirect drawing (including pixel shader write to UAV).

    Declaration
    public bool HasDrawIndirect
    Field Value
    bool

    HasGeometryShaders

    True if device supports Geometry shaders.

    Declaration
    public bool HasGeometryShaders
    Field Value
    bool

    HasInstancing

    True if device supports hardware geometry instancing.

    Declaration
    public bool HasInstancing
    Field Value
    bool

    HasMultisampleDepthAsSRV

    True if device supports multisampled depth buffer texture as a shader resource view.

    Declaration
    public bool HasMultisampleDepthAsSRV
    Field Value
    bool

    HasReadOnlyDepth

    True if device supports depth buffer texture as a readonly depth buffer (can be sampled in the shader while performing depth-test).

    Declaration
    public bool HasReadOnlyDepth
    Field Value
    bool

    HasSeparateRenderTargetBlendState

    True if device supports separate render target blending states.

    Declaration
    public bool HasSeparateRenderTargetBlendState
    Field Value
    bool

    HasTessellation

    True if device supports Tessellation shaders (domain and hull shaders).

    Declaration
    public bool HasTessellation
    Field Value
    bool

    HasTypedUAVLoad

    True if device supports reading from typed UAV in shader (common types such as R32G32B32A32, R16G16B16A16, R16, R8). This doesn't apply to single-component 32-bit formats.

    Declaration
    public bool HasTypedUAVLoad
    Field Value
    bool

    HasVolumeTextureRendering

    True if device supports rendering to volume textures using Geometry shaders.

    Declaration
    public bool HasVolumeTextureRendering
    Field Value
    bool

    MaximumMipLevelsCount

    The maximum amount of texture mip levels.

    Declaration
    public int32 MaximumMipLevelsCount
    Field Value
    int32

    MaximumSamplerAnisotropy

    The maximum degree of anisotropic filtering used for texture sampling.

    Declaration
    public float MaximumSamplerAnisotropy
    Field Value
    float

    MaximumTexture1DArraySize

    The maximum length of 1D textures array.

    Declaration
    public int32 MaximumTexture1DArraySize
    Field Value
    int32

    MaximumTexture1DSize

    The maximum size of the 1D texture.

    Declaration
    public int32 MaximumTexture1DSize
    Field Value
    int32

    MaximumTexture2DArraySize

    The maximum length of 2D textures array.

    Declaration
    public int32 MaximumTexture2DArraySize
    Field Value
    int32

    MaximumTexture2DSize

    The maximum size of the 2D texture.

    Declaration
    public int32 MaximumTexture2DSize
    Field Value
    int32

    MaximumTexture3DSize

    The maximum size of the 3D texture.

    Declaration
    public int32 MaximumTexture3DSize
    Field Value
    int32

    MaximumTextureCubeSize

    The maximum size of the cube texture (both width and height).

    Declaration
    public int32 MaximumTextureCubeSize
    Field Value
    int32

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