Struct vk_sys::PhysicalDeviceFeatures [] [src]

#[repr(C)]
pub struct PhysicalDeviceFeatures { pub robustBufferAccess: Bool32, pub fullDrawIndexUint32: Bool32, pub imageCubeArray: Bool32, pub independentBlend: Bool32, pub geometryShader: Bool32, pub tessellationShader: Bool32, pub sampleRateShading: Bool32, pub dualSrcBlend: Bool32, pub logicOp: Bool32, pub multiDrawIndirect: Bool32, pub drawIndirectFirstInstance: Bool32, pub depthClamp: Bool32, pub depthBiasClamp: Bool32, pub fillModeNonSolid: Bool32, pub depthBounds: Bool32, pub wideLines: Bool32, pub largePoints: Bool32, pub alphaToOne: Bool32, pub multiViewport: Bool32, pub samplerAnisotropy: Bool32, pub textureCompressionETC2: Bool32, pub textureCompressionASTC_LDR: Bool32, pub textureCompressionBC: Bool32, pub occlusionQueryPrecise: Bool32, pub pipelineStatisticsQuery: Bool32, pub vertexPipelineStoresAndAtomics: Bool32, pub fragmentStoresAndAtomics: Bool32, pub shaderTessellationAndGeometryPointSize: Bool32, pub shaderImageGatherExtended: Bool32, pub shaderStorageImageExtendedFormats: Bool32, pub shaderStorageImageMultisample: Bool32, pub shaderStorageImageReadWithoutFormat: Bool32, pub shaderStorageImageWriteWithoutFormat: Bool32, pub shaderUniformBufferArrayDynamicIndexing: Bool32, pub shaderSampledImageArrayDynamicIndexing: Bool32, pub shaderStorageBufferArrayDynamicIndexing: Bool32, pub shaderStorageImageArrayDynamicIndexing: Bool32, pub shaderClipDistance: Bool32, pub shaderCullDistance: Bool32, pub shaderf3264: Bool32, pub shaderInt64: Bool32, pub shaderInt16: Bool32, pub shaderResourceResidency: Bool32, pub shaderResourceMinLod: Bool32, pub sparseBinding: Bool32, pub sparseResidencyBuffer: Bool32, pub sparseResidencyImage2D: Bool32, pub sparseResidencyImage3D: Bool32, pub sparseResidency2Samples: Bool32, pub sparseResidency4Samples: Bool32, pub sparseResidency8Samples: Bool32, pub sparseResidency16Samples: Bool32, pub sparseResidencyAliased: Bool32, pub variableMultisampleRate: Bool32, pub inheritedQueries: Bool32, }

Fields