Small World Engine API Reference - v0.76.20
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    Enumeration DeviceLimit

    Supported numeric limits for hardware detection.

    Index
    MAX_ANISOTROPY: "MAX_ANISOTROPY"
    MAX_COLOR_ATTACHMENTS: "MAX_COLOR_ATTACHMENTS"

    WebGL2-only: max simultaneous framebuffer color attachments (multiple-render-target/deferred rendering).

    MAX_FRAGMENT_UNIFORM_VECTORS: "MAX_FRAGMENT_UNIFORM_VECTORS"
    MAX_MSAA_SAMPLES: "MAX_MSAA_SAMPLES"
    MAX_TEXTURE_ARRAY_LAYERS: "MAX_TEXTURE_ARRAY_LAYERS"

    WebGL2-only: max layers in a TEXTURE_2D_ARRAY (used by this engine's TextureArray/terrain atlasing).

    MAX_TEXTURE_IMAGE_UNITS: "MAX_TEXTURE_IMAGE_UNITS"
    MAX_TEXTURE_SIZE: "MAX_TEXTURE_SIZE"
    MAX_UNIFORM_BUFFER_SIZE: "MAX_UNIFORM_BUFFER_SIZE"
    MAX_VERTEX_ATTRIBUTES: "MAX_VERTEX_ATTRIBUTES"
    MAX_VERTEX_UNIFORM_VECTORS: "MAX_VERTEX_UNIFORM_VECTORS"
    WEBGPU_MAX_BIND_GROUPS: "WEBGPU_MAX_BIND_GROUPS"
    WEBGPU_MAX_BINDINGS_PER_BIND_GROUP: "WEBGPU_MAX_BINDINGS_PER_BIND_GROUP"
    WEBGPU_MAX_SAMPLED_TEXTURES_PER_STAGE: "WEBGPU_MAX_SAMPLED_TEXTURES_PER_STAGE"

    WebGPU's own per-fragment-stage sampled-texture budget. Kept as its OWN field rather than folded into MAX_TEXTURE_IMAGE_UNITS -- that field is Math.max()'d across WebGL1/WebGL2 probes taken unconditionally at init(), regardless of which renderer ends up active, so a higher WebGL number can silently mask a lower real WebGPU one (exactly how a 20-texture WebGPU bind group went undetected on a device whose WebGL2 context happened to report 32 units).

    WEBGPU_MAX_SAMPLERS_PER_STAGE: "WEBGPU_MAX_SAMPLERS_PER_STAGE"
    WEBGPU_MAX_TEXTURE_DIMENSION_2D: "WEBGPU_MAX_TEXTURE_DIMENSION_2D"
    WEBGPU_MAX_UNIFORM_BUFFER_BINDING_SIZE: "WEBGPU_MAX_UNIFORM_BUFFER_BINDING_SIZE"