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Add reorder/add limits in check_limit
to match wgt::Limits
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e0bc30655a
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@ -1444,6 +1444,7 @@ impl Limits {
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compare!(max_texture_dimension_3d, Less);
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compare!(max_texture_array_layers, Less);
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compare!(max_bind_groups, Less);
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compare!(max_bindings_per_bind_group, Less);
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compare!(max_dynamic_uniform_buffers_per_pipeline_layout, Less);
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compare!(max_dynamic_storage_buffers_per_pipeline_layout, Less);
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compare!(max_sampled_textures_per_shader_stage, Less);
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@ -1454,23 +1455,25 @@ impl Limits {
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compare!(max_uniform_buffer_binding_size, Less);
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compare!(max_storage_buffer_binding_size, Less);
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compare!(max_vertex_buffers, Less);
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compare!(max_buffer_size, Less);
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compare!(max_vertex_attributes, Less);
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compare!(max_vertex_buffer_array_stride, Less);
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if self.min_subgroup_size > 0 && self.max_subgroup_size > 0 {
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compare!(min_subgroup_size, Greater);
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compare!(max_subgroup_size, Less);
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}
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compare!(max_push_constant_size, Less);
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compare!(min_uniform_buffer_offset_alignment, Greater);
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compare!(min_storage_buffer_offset_alignment, Greater);
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compare!(max_inter_stage_shader_components, Less);
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compare!(max_color_attachments, Less);
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compare!(max_color_attachment_bytes_per_sample, Less);
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compare!(max_compute_workgroup_storage_size, Less);
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compare!(max_compute_invocations_per_workgroup, Less);
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compare!(max_compute_workgroup_size_x, Less);
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compare!(max_compute_workgroup_size_y, Less);
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compare!(max_compute_workgroup_size_z, Less);
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compare!(max_compute_workgroups_per_dimension, Less);
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compare!(max_buffer_size, Less);
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if self.min_subgroup_size > 0 && self.max_subgroup_size > 0 {
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compare!(min_subgroup_size, Greater);
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compare!(max_subgroup_size, Less);
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}
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compare!(max_push_constant_size, Less);
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compare!(max_non_sampler_bindings, Less);
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}
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}
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