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The bindless proposal adds a single maxDynamicBindingArraySize. Is a single limit sufficient given that Vulkan adds a dozen? Other APIs don't have as many limits but they all treat samplers in a special way so maybe samplers should have their own limit?
There are multiple factors to take into account when choosing the "minimum maximum" for maxDynamicBindingArraySize: the limit in D3D12 is 500 000, but implementations will also want to reserve some for "default resources" used as fallback for invalid access. On some HW there might also be a 500 000 total descriptor limit which means that applications using two different GPUBindGroups close to the limit could end up running into the actual HW limit. Is there anything we can do to avoid that?
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