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
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
64 / 2 shader stages / 2 types of UAVs= 16 minimum for bothmax_storage_textures_per_shader_stageandmax_storage_buffers_per_shader_stage