Lugdunum  0.1.0
Requirements.hpp
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1 #pragma once
2 
3 #define LUG_VULKAN_PHYSICAL_DEVICE_FEATURES(macro) \
4  macro(robustBufferAccess) \
5  macro(fullDrawIndexUint32) \
6  macro(imageCubeArray) \
7  macro(independentBlend) \
8  macro(geometryShader) \
9  macro(tessellationShader) \
10  macro(sampleRateShading) \
11  macro(dualSrcBlend) \
12  macro(logicOp) \
13  macro(multiDrawIndirect) \
14  macro(drawIndirectFirstInstance) \
15  macro(depthClamp) \
16  macro(depthBiasClamp) \
17  macro(fillModeNonSolid) \
18  macro(depthBounds) \
19  macro(wideLines) \
20  macro(largePoints) \
21  macro(alphaToOne) \
22  macro(multiViewport) \
23  macro(samplerAnisotropy) \
24  macro(textureCompressionETC2) \
25  macro(textureCompressionASTC_LDR) \
26  macro(textureCompressionBC) \
27  macro(occlusionQueryPrecise) \
28  macro(pipelineStatisticsQuery) \
29  macro(vertexPipelineStoresAndAtomics) \
30  macro(fragmentStoresAndAtomics) \
31  macro(shaderTessellationAndGeometryPointSize) \
32  macro(shaderImageGatherExtended) \
33  macro(shaderStorageImageExtendedFormats) \
34  macro(shaderStorageImageMultisample) \
35  macro(shaderStorageImageReadWithoutFormat) \
36  macro(shaderStorageImageWriteWithoutFormat) \
37  macro(shaderUniformBufferArrayDynamicIndexing) \
38  macro(shaderSampledImageArrayDynamicIndexing) \
39  macro(shaderStorageBufferArrayDynamicIndexing) \
40  macro(shaderStorageImageArrayDynamicIndexing) \
41  macro(shaderClipDistance) \
42  macro(shaderCullDistance) \
43  macro(shaderFloat64) \
44  macro(shaderInt64) \
45  macro(shaderInt16) \
46  macro(shaderResourceResidency) \
47  macro(shaderResourceMinLod) \
48  macro(sparseBinding) \
49  macro(sparseResidencyBuffer) \
50  macro(sparseResidencyImage2D) \
51  macro(sparseResidencyImage3D) \
52  macro(sparseResidency2Samples) \
53  macro(sparseResidency4Samples) \
54  macro(sparseResidency8Samples) \
55  macro(sparseResidency16Samples) \
56  macro(sparseResidencyAliased) \
57  macro(variableMultisampleRate) \
58  macro(inheritedQueries)