This table contains a list of the minimum resources supported by Direct3D 10.
| Resource | Limit |
| Number of elements in a constant buffer | 4096 |
| Number of texels (independent of struct size) in a buffer | 227 texels |
| Texture1D U dimension | 8192 |
| Texture1DArray dimension | 512 Array Slices |
| Texture2D U/V dimension | 8192 |
| Texture2DArray dimension | 512 Array Slices |
| Texture3D U/V/W dimension | 2048 |
| TextureCube dimension | 8192 |
| Resource size (in MB) | 128 MB |
| Anisotropic filtering maxanisotropy | 16 |
| Resource dimension addressable by filtering hardware | 8192 per dimension |
| Resource size (in MB) addressable by IA (input or vertex data) or VS/GS/PS (point sample) | 128 MB |
| Total number of resource views per context (Each array counts as 1) (all view types have shared limit) | 220 |
| Buffer structure size (multi-element) | 2048 bytes |
| Stream output size | Same as the number of texels in a buffer (see above) |
| Draw or DrawInstanced vertex count (including instancing) | 232 |
| DrawIndexed[Instanced]() vertex count (incl. instancing) | 232 |
| GS invocation output data (components * vertices) | 1024 |
| Total number of sampler objects per context | 4096 |
| Total number of viewport/scissor objects per pipeline | 16 |
| Total number of clip/cull distances per vertex | 8 |
| Total number of blend objects per context | 4096 |
| Total number of depth/stencil objects per context | 4096 |
| Total number of rasterizer state objects per context | 4096 |
| Maximum per-pixel sample count during multisampling | 32 |
| Shader resource vertex-element count (four 32-bit components) | 16 |
| Common-shader core (four 32-bit components) temp-register count (r# + indexable x#[n]) | 4096 |
| Common-shader core constant-buffer slots | 14 |
| Common-shader core input-resource slots | 128 |
| Common-shader core sampler slots | 16 |
| Common-shader core subroutine-nesting limit | 32 |
| Common-shader core flow-control nesting limit | 64 |
| Vertex shader input-register count (four 32-bit components) | 16 |
| Vertex shader output-register count (four 32-bit components) | 16 |
| Geometry shader input-register count (four 32-bit components) | 16 |
| Geometry shader output-register count (four 32-bit components) | 32 |
| Pixel shader input-register count (four 32-bit components) | 32 |
| Pixel shader output-register count (four 32-bit components) | 8 |
| Pixel shader output depth register count(32-bit*1-component) | 1 |
| Input assembler index input resource slots | 1 |
| Input assembler vertex input resource slots | 16 |