Struct vk_sys::PhysicalDeviceFeatures
source · #[repr(C)]pub struct PhysicalDeviceFeatures {Show 55 fields
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
robustBufferAccess: Bool32fullDrawIndexUint32: Bool32imageCubeArray: Bool32independentBlend: Bool32geometryShader: Bool32tessellationShader: Bool32sampleRateShading: Bool32dualSrcBlend: Bool32logicOp: Bool32multiDrawIndirect: Bool32drawIndirectFirstInstance: Bool32depthClamp: Bool32depthBiasClamp: Bool32fillModeNonSolid: Bool32depthBounds: Bool32wideLines: Bool32largePoints: Bool32alphaToOne: Bool32multiViewport: Bool32samplerAnisotropy: Bool32textureCompressionETC2: Bool32textureCompressionASTC_LDR: Bool32textureCompressionBC: Bool32occlusionQueryPrecise: Bool32pipelineStatisticsQuery: Bool32vertexPipelineStoresAndAtomics: Bool32fragmentStoresAndAtomics: Bool32shaderTessellationAndGeometryPointSize: Bool32shaderImageGatherExtended: Bool32shaderStorageImageExtendedFormats: Bool32shaderStorageImageMultisample: Bool32shaderStorageImageReadWithoutFormat: Bool32shaderStorageImageWriteWithoutFormat: Bool32shaderUniformBufferArrayDynamicIndexing: Bool32shaderSampledImageArrayDynamicIndexing: Bool32shaderStorageBufferArrayDynamicIndexing: Bool32shaderStorageImageArrayDynamicIndexing: Bool32shaderClipDistance: Bool32shaderCullDistance: Bool32shaderf3264: Bool32shaderInt64: Bool32shaderInt16: Bool32shaderResourceResidency: Bool32shaderResourceMinLod: Bool32sparseBinding: Bool32sparseResidencyBuffer: Bool32sparseResidencyImage2D: Bool32sparseResidencyImage3D: Bool32sparseResidency2Samples: Bool32sparseResidency4Samples: Bool32sparseResidency8Samples: Bool32sparseResidency16Samples: Bool32sparseResidencyAliased: Bool32variableMultisampleRate: Bool32inheritedQueries: Bool32Auto Trait Implementations
impl RefUnwindSafe for PhysicalDeviceFeatures
impl Send for PhysicalDeviceFeatures
impl Sync for PhysicalDeviceFeatures
impl Unpin for PhysicalDeviceFeatures
impl UnwindSafe for PhysicalDeviceFeatures
Blanket Implementations
sourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more