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// Copyright 2021 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "src/dawn/node/binding/GPUSupportedLimits.h"
#include <utility>
namespace wgpu::binding {
////////////////////////////////////////////////////////////////////////////////
// wgpu::bindings::GPUSupportedLimits
////////////////////////////////////////////////////////////////////////////////
GPUSupportedLimits::GPUSupportedLimits(const dawn::utils::ComboLimits& limits) {
limits.UnlinkedCopyTo(&limits_);
}
uint32_t GPUSupportedLimits::getMaxTextureDimension1D(Napi::Env) {
return limits_.maxTextureDimension1D;
}
uint32_t GPUSupportedLimits::getMaxTextureDimension2D(Napi::Env) {
return limits_.maxTextureDimension2D;
}
uint32_t GPUSupportedLimits::getMaxTextureDimension3D(Napi::Env) {
return limits_.maxTextureDimension3D;
}
uint32_t GPUSupportedLimits::getMaxTextureArrayLayers(Napi::Env) {
return limits_.maxTextureArrayLayers;
}
uint32_t GPUSupportedLimits::getMaxBindGroups(Napi::Env) {
return limits_.maxBindGroups;
}
uint32_t GPUSupportedLimits::getMaxBindGroupsPlusVertexBuffers(Napi::Env) {
return limits_.maxBindGroupsPlusVertexBuffers;
}
uint32_t GPUSupportedLimits::getMaxBindingsPerBindGroup(Napi::Env) {
return limits_.maxBindingsPerBindGroup;
}
uint32_t GPUSupportedLimits::getMaxDynamicUniformBuffersPerPipelineLayout(Napi::Env) {
return limits_.maxDynamicUniformBuffersPerPipelineLayout;
}
uint32_t GPUSupportedLimits::getMaxDynamicStorageBuffersPerPipelineLayout(Napi::Env) {
return limits_.maxDynamicStorageBuffersPerPipelineLayout;
}
uint32_t GPUSupportedLimits::getMaxSampledTexturesPerShaderStage(Napi::Env) {
return limits_.maxSampledTexturesPerShaderStage;
}
uint32_t GPUSupportedLimits::getMaxSamplersPerShaderStage(Napi::Env) {
return limits_.maxSamplersPerShaderStage;
}
uint32_t GPUSupportedLimits::getMaxStorageBuffersPerShaderStage(Napi::Env) {
return limits_.maxStorageBuffersPerShaderStage;
}
uint32_t GPUSupportedLimits::getMaxStorageTexturesPerShaderStage(Napi::Env) {
return limits_.maxStorageTexturesPerShaderStage;
}
uint32_t GPUSupportedLimits::getMaxUniformBuffersPerShaderStage(Napi::Env) {
return limits_.maxUniformBuffersPerShaderStage;
}
uint64_t GPUSupportedLimits::getMaxUniformBufferBindingSize(Napi::Env) {
return limits_.maxUniformBufferBindingSize;
}
uint64_t GPUSupportedLimits::getMaxStorageBufferBindingSize(Napi::Env) {
return limits_.maxStorageBufferBindingSize;
}
uint32_t GPUSupportedLimits::getMinUniformBufferOffsetAlignment(Napi::Env) {
return limits_.minUniformBufferOffsetAlignment;
}
uint32_t GPUSupportedLimits::getMinStorageBufferOffsetAlignment(Napi::Env) {
return limits_.minStorageBufferOffsetAlignment;
}
uint32_t GPUSupportedLimits::getMaxVertexBuffers(Napi::Env) {
return limits_.maxVertexBuffers;
}
uint64_t GPUSupportedLimits::getMaxBufferSize(Napi::Env) {
return limits_.maxBufferSize;
}
uint32_t GPUSupportedLimits::getMaxVertexAttributes(Napi::Env) {
return limits_.maxVertexAttributes;
}
uint32_t GPUSupportedLimits::getMaxVertexBufferArrayStride(Napi::Env) {
return limits_.maxVertexBufferArrayStride;
}
uint32_t GPUSupportedLimits::getMaxInterStageShaderVariables(Napi::Env) {
return limits_.maxInterStageShaderVariables;
}
uint32_t GPUSupportedLimits::getMaxColorAttachments(Napi::Env) {
return limits_.maxColorAttachments;
}
uint32_t GPUSupportedLimits::getMaxColorAttachmentBytesPerSample(Napi::Env) {
return limits_.maxColorAttachmentBytesPerSample;
}
uint32_t GPUSupportedLimits::getMaxComputeWorkgroupStorageSize(Napi::Env) {
return limits_.maxComputeWorkgroupStorageSize;
}
uint32_t GPUSupportedLimits::getMaxComputeInvocationsPerWorkgroup(Napi::Env) {
return limits_.maxComputeInvocationsPerWorkgroup;
}
uint32_t GPUSupportedLimits::getMaxComputeWorkgroupSizeX(Napi::Env) {
return limits_.maxComputeWorkgroupSizeX;
}
uint32_t GPUSupportedLimits::getMaxComputeWorkgroupSizeY(Napi::Env) {
return limits_.maxComputeWorkgroupSizeY;
}
uint32_t GPUSupportedLimits::getMaxComputeWorkgroupSizeZ(Napi::Env) {
return limits_.maxComputeWorkgroupSizeZ;
}
uint32_t GPUSupportedLimits::getMaxComputeWorkgroupsPerDimension(Napi::Env) {
return limits_.maxComputeWorkgroupsPerDimension;
}
uint32_t GPUSupportedLimits::getMaxStorageBuffersInFragmentStage(Napi::Env) {
return limits_.maxStorageBuffersInFragmentStage;
}
uint32_t GPUSupportedLimits::getMaxStorageTexturesInFragmentStage(Napi::Env) {
return limits_.maxStorageTexturesInFragmentStage;
}
uint32_t GPUSupportedLimits::getMaxStorageBuffersInVertexStage(Napi::Env) {
return limits_.maxStorageBuffersInVertexStage;
}
uint32_t GPUSupportedLimits::getMaxStorageTexturesInVertexStage(Napi::Env) {
return limits_.maxStorageTexturesInVertexStage;
}
} // namespace wgpu::binding