pub struct PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a> { /* private fields */ }
Implementations§
source§impl<'a> PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a>
impl<'a> PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a>
pub fn fragment_shader_barycentric( self, fragment_shader_barycentric: bool ) -> Self
sourcepub fn build(self) -> PhysicalDeviceFragmentShaderBarycentricFeaturesKHR
pub fn build(self) -> PhysicalDeviceFragmentShaderBarycentricFeaturesKHR
Calling build will discard all the lifetime information. Only call this if
necessary! Builders implement Deref
targeting their corresponding Vulkan struct,
so references to builders can be passed directly to Vulkan functions.
Trait Implementations§
source§impl<'a> Deref for PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a>
impl<'a> Deref for PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a>
source§impl<'a> DerefMut for PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a>
impl<'a> DerefMut for PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a>
impl ExtendsDeviceCreateInfo for PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'_>
impl ExtendsPhysicalDeviceFeatures2 for PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'_>
Auto Trait Implementations§
impl<'a> Freeze for PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a>
impl<'a> RefUnwindSafe for PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a>
impl<'a> !Send for PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a>
impl<'a> !Sync for PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a>
impl<'a> Unpin for PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a>
impl<'a> UnwindSafe for PhysicalDeviceFragmentShaderBarycentricFeaturesKHRBuilder<'a>
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more