Class GPULimits
Graphics Device limits and constraints descriptor.
Inheritance
Namespace: FlaxEngine
Assembly: FlaxEngine.CSharp.dll
Syntax
[Unmanaged]
public sealed class GPULimits : ValueType
Fields
HasAppendConsumeBuffers
True if device supports append/consume buffers with counters.
Declaration
public bool HasAppendConsumeBuffers
Field Value
System.Boolean
|
HasCompute
True if device supports Compute shaders.
Declaration
public bool HasCompute
Field Value
System.Boolean
|
HasDepthAsSRV
True if device supports depth buffer texture as a shader resource view.
Declaration
public bool HasDepthAsSRV
Field Value
System.Boolean
|
HasDepthClip
True if device supports depth buffer clipping (see GPUPipelineState.Description.DepthClipEnable).
Declaration
public bool HasDepthClip
Field Value
System.Boolean
|
HasDrawIndirect
True if device supports indirect drawing (including pixel shader write to UAV).
Declaration
public bool HasDrawIndirect
Field Value
System.Boolean
|
HasGeometryShaders
True if device supports Geometry shaders.
Declaration
public bool HasGeometryShaders
Field Value
System.Boolean
|
HasInstancing
True if device supports hardware geometry instancing.
Declaration
public bool HasInstancing
Field Value
System.Boolean
|
HasMultisampleDepthAsSRV
True if device supports multisampled depth buffer texture as a shader resource view.
Declaration
public bool HasMultisampleDepthAsSRV
Field Value
System.Boolean
|
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
System.Boolean
|
HasSeparateRenderTargetBlendState
True if device supports separate render target blending states.
Declaration
public bool HasSeparateRenderTargetBlendState
Field Value
System.Boolean
|
HasTessellation
True if device supports Tessellation shaders (domain and hull shaders).
Declaration
public bool HasTessellation
Field Value
System.Boolean
|
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
System.Boolean
|
HasVolumeTextureRendering
True if device supports rendering to volume textures using Geometry shaders.
Declaration
public bool HasVolumeTextureRendering
Field Value
System.Boolean
|
MaximumMipLevelsCount
The maximum amount of texture mip levels.
Declaration
public int MaximumMipLevelsCount
Field Value
System.Int32
|
MaximumSamplerAnisotropy
The maximum degree of anisotropic filtering used for texture sampling.
Declaration
public float MaximumSamplerAnisotropy
Field Value
System.Single
|
MaximumTexture1DArraySize
The maximum length of 1D textures array.
Declaration
public int MaximumTexture1DArraySize
Field Value
System.Int32
|
MaximumTexture1DSize
The maximum size of the 1D texture.
Declaration
public int MaximumTexture1DSize
Field Value
System.Int32
|
MaximumTexture2DArraySize
The maximum length of 2D textures array.
Declaration
public int MaximumTexture2DArraySize
Field Value
System.Int32
|
MaximumTexture2DSize
The maximum size of the 2D texture.
Declaration
public int MaximumTexture2DSize
Field Value
System.Int32
|
MaximumTexture3DSize
The maximum size of the 3D texture.
Declaration
public int MaximumTexture3DSize
Field Value
System.Int32
|
MaximumTextureCubeSize
The maximum size of the cube texture (both width and height).
Declaration
public int MaximumTextureCubeSize
Field Value
System.Int32
|
Properties
Default
The default GPULimits.
Declaration
public static GPULimits Default { get; }
Property Value
GPULimits
|