Struct PhysicalDeviceFeatures

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#[repr(C)]
pub struct PhysicalDeviceFeatures {
Show 55 fields pub robust_buffer_access: u32, pub full_draw_index_uint32: u32, pub image_cube_array: u32, pub independent_blend: u32, pub geometry_shader: u32, pub tessellation_shader: u32, pub sample_rate_shading: u32, pub dual_src_blend: u32, pub logic_op: u32, pub multi_draw_indirect: u32, pub draw_indirect_first_instance: u32, pub depth_clamp: u32, pub depth_bias_clamp: u32, pub fill_mode_non_solid: u32, pub depth_bounds: u32, pub wide_lines: u32, pub large_points: u32, pub alpha_to_one: u32, pub multi_viewport: u32, pub sampler_anisotropy: u32, pub texture_compression_etc2: u32, pub texture_compression_astc_ldr: u32, pub texture_compression_bc: u32, pub occlusion_query_precise: u32, pub pipeline_statistics_query: u32, pub vertex_pipeline_stores_and_atomics: u32, pub fragment_stores_and_atomics: u32, pub shader_tessellation_and_geometry_point_size: u32, pub shader_image_gather_extended: u32, pub shader_storage_image_extended_formats: u32, pub shader_storage_image_multisample: u32, pub shader_storage_image_read_without_format: u32, pub shader_storage_image_write_without_format: u32, pub shader_uniform_buffer_array_dynamic_indexing: u32, pub shader_sampled_image_array_dynamic_indexing: u32, pub shader_storage_buffer_array_dynamic_indexing: u32, pub shader_storage_image_array_dynamic_indexing: u32, pub shader_clip_distance: u32, pub shader_cull_distance: u32, pub shader_float64: u32, pub shader_int64: u32, pub shader_int16: u32, pub shader_resource_residency: u32, pub shader_resource_min_lod: u32, pub sparse_binding: u32, pub sparse_residency_buffer: u32, pub sparse_residency_image2_d: u32, pub sparse_residency_image3_d: u32, pub sparse_residency2_samples: u32, pub sparse_residency4_samples: u32, pub sparse_residency8_samples: u32, pub sparse_residency16_samples: u32, pub sparse_residency_aliased: u32, pub variable_multisample_rate: u32, pub inherited_queries: u32,
}
Expand description

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§robust_buffer_access: u32§full_draw_index_uint32: u32§image_cube_array: u32§independent_blend: u32§geometry_shader: u32§tessellation_shader: u32§sample_rate_shading: u32§dual_src_blend: u32§logic_op: u32§multi_draw_indirect: u32§draw_indirect_first_instance: u32§depth_clamp: u32§depth_bias_clamp: u32§fill_mode_non_solid: u32§depth_bounds: u32§wide_lines: u32§large_points: u32§alpha_to_one: u32§multi_viewport: u32§sampler_anisotropy: u32§texture_compression_etc2: u32§texture_compression_astc_ldr: u32§texture_compression_bc: u32§occlusion_query_precise: u32§pipeline_statistics_query: u32§vertex_pipeline_stores_and_atomics: u32§fragment_stores_and_atomics: u32§shader_tessellation_and_geometry_point_size: u32§shader_image_gather_extended: u32§shader_storage_image_extended_formats: u32§shader_storage_image_multisample: u32§shader_storage_image_read_without_format: u32§shader_storage_image_write_without_format: u32§shader_uniform_buffer_array_dynamic_indexing: u32§shader_sampled_image_array_dynamic_indexing: u32§shader_storage_buffer_array_dynamic_indexing: u32§shader_storage_image_array_dynamic_indexing: u32§shader_clip_distance: u32§shader_cull_distance: u32§shader_float64: u32§shader_int64: u32§shader_int16: u32§shader_resource_residency: u32§shader_resource_min_lod: u32§sparse_binding: u32§sparse_residency_buffer: u32§sparse_residency_image2_d: u32§sparse_residency_image3_d: u32§sparse_residency2_samples: u32§sparse_residency4_samples: u32§sparse_residency8_samples: u32§sparse_residency16_samples: u32§sparse_residency_aliased: u32§variable_multisample_rate: u32§inherited_queries: u32

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impl PhysicalDeviceFeatures

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pub fn robust_buffer_access( self, robust_buffer_access: bool, ) -> PhysicalDeviceFeatures

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pub fn full_draw_index_uint32( self, full_draw_index_uint32: bool, ) -> PhysicalDeviceFeatures

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pub fn image_cube_array(self, image_cube_array: bool) -> PhysicalDeviceFeatures

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pub fn independent_blend( self, independent_blend: bool, ) -> PhysicalDeviceFeatures

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pub fn geometry_shader(self, geometry_shader: bool) -> PhysicalDeviceFeatures

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pub fn tessellation_shader( self, tessellation_shader: bool, ) -> PhysicalDeviceFeatures

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pub fn sample_rate_shading( self, sample_rate_shading: bool, ) -> PhysicalDeviceFeatures

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pub fn dual_src_blend(self, dual_src_blend: bool) -> PhysicalDeviceFeatures

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pub fn logic_op(self, logic_op: bool) -> PhysicalDeviceFeatures

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pub fn multi_draw_indirect( self, multi_draw_indirect: bool, ) -> PhysicalDeviceFeatures

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pub fn draw_indirect_first_instance( self, draw_indirect_first_instance: bool, ) -> PhysicalDeviceFeatures

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pub fn depth_clamp(self, depth_clamp: bool) -> PhysicalDeviceFeatures

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pub fn depth_bias_clamp(self, depth_bias_clamp: bool) -> PhysicalDeviceFeatures

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pub fn fill_mode_non_solid( self, fill_mode_non_solid: bool, ) -> PhysicalDeviceFeatures

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pub fn depth_bounds(self, depth_bounds: bool) -> PhysicalDeviceFeatures

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pub fn wide_lines(self, wide_lines: bool) -> PhysicalDeviceFeatures

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pub fn large_points(self, large_points: bool) -> PhysicalDeviceFeatures

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pub fn alpha_to_one(self, alpha_to_one: bool) -> PhysicalDeviceFeatures

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pub fn multi_viewport(self, multi_viewport: bool) -> PhysicalDeviceFeatures

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pub fn sampler_anisotropy( self, sampler_anisotropy: bool, ) -> PhysicalDeviceFeatures

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pub fn texture_compression_etc2( self, texture_compression_etc2: bool, ) -> PhysicalDeviceFeatures

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pub fn texture_compression_astc_ldr( self, texture_compression_astc_ldr: bool, ) -> PhysicalDeviceFeatures

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pub fn texture_compression_bc( self, texture_compression_bc: bool, ) -> PhysicalDeviceFeatures

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pub fn occlusion_query_precise( self, occlusion_query_precise: bool, ) -> PhysicalDeviceFeatures

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pub fn pipeline_statistics_query( self, pipeline_statistics_query: bool, ) -> PhysicalDeviceFeatures

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pub fn vertex_pipeline_stores_and_atomics( self, vertex_pipeline_stores_and_atomics: bool, ) -> PhysicalDeviceFeatures

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pub fn fragment_stores_and_atomics( self, fragment_stores_and_atomics: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_tessellation_and_geometry_point_size( self, shader_tessellation_and_geometry_point_size: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_image_gather_extended( self, shader_image_gather_extended: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_storage_image_extended_formats( self, shader_storage_image_extended_formats: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_storage_image_multisample( self, shader_storage_image_multisample: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_storage_image_read_without_format( self, shader_storage_image_read_without_format: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_storage_image_write_without_format( self, shader_storage_image_write_without_format: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_uniform_buffer_array_dynamic_indexing( self, shader_uniform_buffer_array_dynamic_indexing: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_sampled_image_array_dynamic_indexing( self, shader_sampled_image_array_dynamic_indexing: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_storage_buffer_array_dynamic_indexing( self, shader_storage_buffer_array_dynamic_indexing: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_storage_image_array_dynamic_indexing( self, shader_storage_image_array_dynamic_indexing: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_clip_distance( self, shader_clip_distance: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_cull_distance( self, shader_cull_distance: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_float64(self, shader_float64: bool) -> PhysicalDeviceFeatures

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pub fn shader_int64(self, shader_int64: bool) -> PhysicalDeviceFeatures

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pub fn shader_int16(self, shader_int16: bool) -> PhysicalDeviceFeatures

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pub fn shader_resource_residency( self, shader_resource_residency: bool, ) -> PhysicalDeviceFeatures

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pub fn shader_resource_min_lod( self, shader_resource_min_lod: bool, ) -> PhysicalDeviceFeatures

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pub fn sparse_binding(self, sparse_binding: bool) -> PhysicalDeviceFeatures

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pub fn sparse_residency_buffer( self, sparse_residency_buffer: bool, ) -> PhysicalDeviceFeatures

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pub fn sparse_residency_image2_d( self, sparse_residency_image2_d: bool, ) -> PhysicalDeviceFeatures

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pub fn sparse_residency_image3_d( self, sparse_residency_image3_d: bool, ) -> PhysicalDeviceFeatures

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pub fn sparse_residency2_samples( self, sparse_residency2_samples: bool, ) -> PhysicalDeviceFeatures

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pub fn sparse_residency4_samples( self, sparse_residency4_samples: bool, ) -> PhysicalDeviceFeatures

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pub fn sparse_residency8_samples( self, sparse_residency8_samples: bool, ) -> PhysicalDeviceFeatures

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pub fn sparse_residency16_samples( self, sparse_residency16_samples: bool, ) -> PhysicalDeviceFeatures

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pub fn sparse_residency_aliased( self, sparse_residency_aliased: bool, ) -> PhysicalDeviceFeatures

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pub fn variable_multisample_rate( self, variable_multisample_rate: bool, ) -> PhysicalDeviceFeatures

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pub fn inherited_queries( self, inherited_queries: bool, ) -> PhysicalDeviceFeatures

Trait Implementations§

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impl Clone for PhysicalDeviceFeatures

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fn clone(&self) -> PhysicalDeviceFeatures

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for PhysicalDeviceFeatures

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for PhysicalDeviceFeatures

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fn default() -> PhysicalDeviceFeatures

Returns the “default value” for a type. Read more
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impl From<PhysicalDeviceFeatures> for Vulkan10Features

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fn from(features: PhysicalDeviceFeatures) -> Self

Converts to this type from the input type.
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impl Copy for PhysicalDeviceFeatures

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Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

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fn into(self) -> U

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type Error = Infallible

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type Error = <U as TryFrom<T>>::Error

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