PhysicalDeviceFeatures

Struct PhysicalDeviceFeatures 

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#[repr(C)]
pub struct PhysicalDeviceFeatures {
Show 55 fields pub robustBufferAccess: u32, pub fullDrawIndexUint32: u32, pub imageCubeArray: u32, pub independentBlend: u32, pub geometryShader: u32, pub tessellationShader: u32, pub sampleRateShading: u32, pub dualSrcBlend: u32, pub logicOp: u32, pub multiDrawIndirect: u32, pub drawIndirectFirstInstance: u32, pub depthClamp: u32, pub depthBiasClamp: u32, pub fillModeNonSolid: u32, pub depthBounds: u32, pub wideLines: u32, pub largePoints: u32, pub alphaToOne: u32, pub multiViewport: u32, pub samplerAnisotropy: u32, pub textureCompressionETC2: u32, pub textureCompressionASTC_LDR: u32, pub textureCompressionBC: u32, pub occlusionQueryPrecise: u32, pub pipelineStatisticsQuery: u32, pub vertexPipelineStoresAndAtomics: u32, pub fragmentStoresAndAtomics: u32, pub shaderTessellationAndGeometryPointSize: u32, pub shaderImageGatherExtended: u32, pub shaderStorageImageExtendedFormats: u32, pub shaderStorageImageMultisample: u32, pub shaderStorageImageReadWithoutFormat: u32, pub shaderStorageImageWriteWithoutFormat: u32, pub shaderUniformBufferArrayDynamicIndexing: u32, pub shaderSampledImageArrayDynamicIndexing: u32, pub shaderStorageBufferArrayDynamicIndexing: u32, pub shaderStorageImageArrayDynamicIndexing: u32, pub shaderClipDistance: u32, pub shaderCullDistance: u32, pub shaderFloat64: u32, pub shaderInt64: u32, pub shaderInt16: u32, pub shaderResourceResidency: u32, pub shaderResourceMinLod: u32, pub sparseBinding: u32, pub sparseResidencyBuffer: u32, pub sparseResidencyImage2D: u32, pub sparseResidencyImage3D: u32, pub sparseResidency2Samples: u32, pub sparseResidency4Samples: u32, pub sparseResidency8Samples: u32, pub sparseResidency16Samples: u32, pub sparseResidencyAliased: u32, pub variableMultisampleRate: u32, pub inheritedQueries: u32,
}

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§robustBufferAccess: u32§fullDrawIndexUint32: u32§imageCubeArray: u32§independentBlend: u32§geometryShader: u32§tessellationShader: u32§sampleRateShading: u32§dualSrcBlend: u32§logicOp: u32§multiDrawIndirect: u32§drawIndirectFirstInstance: u32§depthClamp: u32§depthBiasClamp: u32§fillModeNonSolid: u32§depthBounds: u32§wideLines: u32§largePoints: u32§alphaToOne: u32§multiViewport: u32§samplerAnisotropy: u32§textureCompressionETC2: u32§textureCompressionASTC_LDR: u32§textureCompressionBC: u32§occlusionQueryPrecise: u32§pipelineStatisticsQuery: u32§vertexPipelineStoresAndAtomics: u32§fragmentStoresAndAtomics: u32§shaderTessellationAndGeometryPointSize: u32§shaderImageGatherExtended: u32§shaderStorageImageExtendedFormats: u32§shaderStorageImageMultisample: u32§shaderStorageImageReadWithoutFormat: u32§shaderStorageImageWriteWithoutFormat: u32§shaderUniformBufferArrayDynamicIndexing: u32§shaderSampledImageArrayDynamicIndexing: u32§shaderStorageBufferArrayDynamicIndexing: u32§shaderStorageImageArrayDynamicIndexing: u32§shaderClipDistance: u32§shaderCullDistance: u32§shaderFloat64: u32§shaderInt64: u32§shaderInt16: u32§shaderResourceResidency: u32§shaderResourceMinLod: u32§sparseBinding: u32§sparseResidencyBuffer: u32§sparseResidencyImage2D: u32§sparseResidencyImage3D: u32§sparseResidency2Samples: u32§sparseResidency4Samples: u32§sparseResidency8Samples: u32§sparseResidency16Samples: u32§sparseResidencyAliased: u32§variableMultisampleRate: u32§inheritedQueries: u32

Trait Implementations§

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impl Clone for VkPhysicalDeviceFeatures

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fn clone(&self) -> VkPhysicalDeviceFeatures

Returns a duplicate 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 VkPhysicalDeviceFeatures

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

Formats the value using the given formatter. Read more
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impl Copy for VkPhysicalDeviceFeatures

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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