Go to the documentation of this file. 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) \ 13 macro(multiDrawIndirect) \ 14 macro(drawIndirectFirstInstance) \ 16 macro(depthBiasClamp) \ 17 macro(fillModeNonSolid) \ 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) \ 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)