Struct screen_13::prelude::vk::PhysicalDeviceFeaturesBuilder
source · pub struct PhysicalDeviceFeaturesBuilder<'a> { /* private fields */ }
Implementations§
source§impl<'a> PhysicalDeviceFeaturesBuilder<'a>
impl<'a> PhysicalDeviceFeaturesBuilder<'a>
pub fn robust_buffer_access( self, robust_buffer_access: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn full_draw_index_uint32( self, full_draw_index_uint32: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn image_cube_array( self, image_cube_array: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn independent_blend( self, independent_blend: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn geometry_shader( self, geometry_shader: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn tessellation_shader( self, tessellation_shader: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn sample_rate_shading( self, sample_rate_shading: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn dual_src_blend( self, dual_src_blend: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn logic_op(self, logic_op: bool) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn multi_draw_indirect( self, multi_draw_indirect: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn draw_indirect_first_instance( self, draw_indirect_first_instance: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn depth_clamp(self, depth_clamp: bool) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn depth_bias_clamp( self, depth_bias_clamp: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn fill_mode_non_solid( self, fill_mode_non_solid: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn depth_bounds( self, depth_bounds: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn wide_lines(self, wide_lines: bool) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn large_points( self, large_points: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn alpha_to_one( self, alpha_to_one: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn multi_viewport( self, multi_viewport: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn sampler_anisotropy( self, sampler_anisotropy: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn texture_compression_etc2( self, texture_compression_etc2: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn texture_compression_astc_ldr( self, texture_compression_astc_ldr: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn texture_compression_bc( self, texture_compression_bc: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn occlusion_query_precise( self, occlusion_query_precise: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn pipeline_statistics_query( self, pipeline_statistics_query: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn vertex_pipeline_stores_and_atomics( self, vertex_pipeline_stores_and_atomics: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn fragment_stores_and_atomics( self, fragment_stores_and_atomics: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_tessellation_and_geometry_point_size( self, shader_tessellation_and_geometry_point_size: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_image_gather_extended( self, shader_image_gather_extended: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_storage_image_extended_formats( self, shader_storage_image_extended_formats: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_storage_image_multisample( self, shader_storage_image_multisample: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_storage_image_read_without_format( self, shader_storage_image_read_without_format: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_storage_image_write_without_format( self, shader_storage_image_write_without_format: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_uniform_buffer_array_dynamic_indexing( self, shader_uniform_buffer_array_dynamic_indexing: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_sampled_image_array_dynamic_indexing( self, shader_sampled_image_array_dynamic_indexing: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_storage_buffer_array_dynamic_indexing( self, shader_storage_buffer_array_dynamic_indexing: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_storage_image_array_dynamic_indexing( self, shader_storage_image_array_dynamic_indexing: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_clip_distance( self, shader_clip_distance: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_cull_distance( self, shader_cull_distance: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_float64( self, shader_float64: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_int64( self, shader_int64: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_int16( self, shader_int16: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_resource_residency( self, shader_resource_residency: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn shader_resource_min_lod( self, shader_resource_min_lod: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn sparse_binding( self, sparse_binding: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn sparse_residency_buffer( self, sparse_residency_buffer: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn sparse_residency_image2_d( self, sparse_residency_image2_d: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn sparse_residency_image3_d( self, sparse_residency_image3_d: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn sparse_residency2_samples( self, sparse_residency2_samples: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn sparse_residency4_samples( self, sparse_residency4_samples: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn sparse_residency8_samples( self, sparse_residency8_samples: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn sparse_residency16_samples( self, sparse_residency16_samples: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn sparse_residency_aliased( self, sparse_residency_aliased: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn variable_multisample_rate( self, variable_multisample_rate: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
pub fn inherited_queries( self, inherited_queries: bool ) -> PhysicalDeviceFeaturesBuilder<'a>
sourcepub fn build(self) -> PhysicalDeviceFeatures
pub fn build(self) -> PhysicalDeviceFeatures
Calling build will discard all the lifetime information. Only call this if
necessary! Builders implement Deref
targeting their corresponding Vulkan struct,
so references to builders can be passed directly to Vulkan functions.
Trait Implementations§
source§impl<'a> Deref for PhysicalDeviceFeaturesBuilder<'a>
impl<'a> Deref for PhysicalDeviceFeaturesBuilder<'a>
§type Target = PhysicalDeviceFeatures
type Target = PhysicalDeviceFeatures
The resulting type after dereferencing.
source§impl<'a> DerefMut for PhysicalDeviceFeaturesBuilder<'a>
impl<'a> DerefMut for PhysicalDeviceFeaturesBuilder<'a>
Auto Trait Implementations§
impl<'a> RefUnwindSafe for PhysicalDeviceFeaturesBuilder<'a>
impl<'a> Send for PhysicalDeviceFeaturesBuilder<'a>
impl<'a> Sync for PhysicalDeviceFeaturesBuilder<'a>
impl<'a> Unpin for PhysicalDeviceFeaturesBuilder<'a>
impl<'a> UnwindSafe for PhysicalDeviceFeaturesBuilder<'a>
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
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