Struct vulkan_bindings::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 shaderFloat64: 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: Bool32
§fullDrawIndexUint32: Bool32
§imageCubeArray: Bool32
§independentBlend: Bool32
§geometryShader: Bool32
§tessellationShader: Bool32
§sampleRateShading: Bool32
§dualSrcBlend: Bool32
§logicOp: Bool32
§multiDrawIndirect: Bool32
§drawIndirectFirstInstance: Bool32
§depthClamp: Bool32
§depthBiasClamp: Bool32
§fillModeNonSolid: Bool32
§depthBounds: Bool32
§wideLines: Bool32
§largePoints: Bool32
§alphaToOne: Bool32
§multiViewport: Bool32
§samplerAnisotropy: Bool32
§textureCompressionETC2: Bool32
§textureCompressionASTC_LDR: Bool32
§textureCompressionBC: Bool32
§occlusionQueryPrecise: Bool32
§pipelineStatisticsQuery: Bool32
§vertexPipelineStoresAndAtomics: Bool32
§fragmentStoresAndAtomics: Bool32
§shaderTessellationAndGeometryPointSize: Bool32
§shaderImageGatherExtended: Bool32
§shaderStorageImageExtendedFormats: Bool32
§shaderStorageImageMultisample: Bool32
§shaderStorageImageReadWithoutFormat: Bool32
§shaderStorageImageWriteWithoutFormat: Bool32
§shaderUniformBufferArrayDynamicIndexing: Bool32
§shaderSampledImageArrayDynamicIndexing: Bool32
§shaderStorageBufferArrayDynamicIndexing: Bool32
§shaderStorageImageArrayDynamicIndexing: Bool32
§shaderClipDistance: Bool32
§shaderCullDistance: Bool32
§shaderFloat64: Bool32
§shaderInt64: Bool32
§shaderInt16: Bool32
§shaderResourceResidency: Bool32
§shaderResourceMinLod: Bool32
§sparseBinding: Bool32
§sparseResidencyBuffer: Bool32
§sparseResidencyImage2D: Bool32
§sparseResidencyImage3D: Bool32
§sparseResidency2Samples: Bool32
§sparseResidency4Samples: Bool32
§sparseResidency8Samples: Bool32
§sparseResidency16Samples: Bool32
§sparseResidencyAliased: Bool32
§variableMultisampleRate: Bool32
§inheritedQueries: Bool32
Trait Implementations§
source§impl Clone for PhysicalDeviceFeatures
impl Clone for PhysicalDeviceFeatures
source§fn clone(&self) -> PhysicalDeviceFeatures
fn clone(&self) -> PhysicalDeviceFeatures
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read more