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maxBindingsPerBindGroup has arbitrary limit of 640 #3864

@mwyrzykowski

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@mwyrzykowski

I read over the discussion in #3279 but what is the usefulness of having a limit which is arbitrary if the purpose of the limit is to avoid driver issues with large binding indices?

Why not set this limit exactly to (max bindings per shader stage × max shader stages per pipeline) which I believe is 112 with default limits?

Or if there is a reason to use a higher limit, why not select such a value in a non-arbitrary fashion as opposed to something which is funny which seems unprofessional in a publicly documented W3C specification. E.g., at what point do the drivers have issues? > 2^16 - 1 or much lower?

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