darkwing::server::dtos::entities::browser_profile_dto::overrides

Struct WebGL2Maximum

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pub struct WebGL2Maximum {
Show 38 fields pub uniform_buffer_offset_alignment: i64, pub max_texture_size: i64, pub max_viewport_dims: [i64; 2], pub max_vertex_attribs: i64, pub max_vertex_uniform_vectors: i64, pub max_varying_vectors: i64, pub max_combined_texture_image_units: i64, pub max_vertex_texture_image_units: i64, pub max_texture_image_units: i64, pub max_fragment_uniform_vectors: i64, pub max_cube_map_texture_size: i64, pub max_renderbuffer_size: i64, pub max_3d_texture_size: i64, pub max_elements_vertices: i64, pub max_elements_indices: i64, pub max_texture_lod_bias: f64, pub max_draw_buffers: i64, pub max_fragment_uniform_components: i64, pub max_vertex_uniform_components: i64, pub max_array_texture_layers: i64, pub min_program_texel_offset: i64, pub max_program_texel_offset: i64, pub max_varying_components: i64, pub max_transform_feedback_separate_components: i64, pub max_transform_feedback_interleaved_components: i64, pub max_transform_feedback_separate_attribs: i64, pub max_color_attachments: i64, pub max_samples: i64, pub max_vertex_uniform_blocks: i64, pub max_fragment_uniform_blocks: i64, pub max_combined_uniform_blocks: i64, pub max_uniform_buffer_bindings: i64, pub max_uniform_block_size: i64, pub max_combined_vertex_uniform_components: i64, pub max_combined_fragment_uniform_components: i64, pub max_vertex_output_components: i64, pub max_fragment_input_components: i64, pub max_element_index: i64,
}
Expand description

Maximum values and limits for WebGL2 capabilities

Contains the maximum values and limits for various WebGL2 features and capabilities that can be queried from the WebGL2 context.

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§uniform_buffer_offset_alignment: i64

Required alignment for uniform buffer offsets

§max_texture_size: i64

Maximum size of textures in pixels

§max_viewport_dims: [i64; 2]

Maximum viewport dimensions [width, height]

§max_vertex_attribs: i64

Maximum number of vertex attributes

§max_vertex_uniform_vectors: i64

Maximum number of 4-component vectors for vertex uniforms

§max_varying_vectors: i64

Maximum number of varying vectors that can be used

§max_combined_texture_image_units: i64

Maximum number of texture units that can be used by shaders

§max_vertex_texture_image_units: i64

Maximum number of texture units for vertex shaders

§max_texture_image_units: i64

Maximum number of texture image units

§max_fragment_uniform_vectors: i64

Maximum number of 4-component vectors for fragment uniforms

§max_cube_map_texture_size: i64

Maximum size of cube map textures

§max_renderbuffer_size: i64

Maximum size of renderbuffers

§max_3d_texture_size: i64

Maximum size of 3D textures

§max_elements_vertices: i64

Maximum number of vertices for draw calls

§max_elements_indices: i64

Maximum number of indices for draw calls

§max_texture_lod_bias: f64

Maximum texture level-of-detail bias

§max_draw_buffers: i64

Maximum number of draw buffers

§max_fragment_uniform_components: i64

Maximum number of components in fragment shader uniforms

§max_vertex_uniform_components: i64

Maximum number of components in vertex shader uniforms

§max_array_texture_layers: i64

Maximum number of layers in array textures

§min_program_texel_offset: i64

Minimum texel offset for texture lookups

§max_program_texel_offset: i64

Maximum texel offset for texture lookups

§max_varying_components: i64

Maximum number of components that can be varied

§max_transform_feedback_separate_components: i64

Maximum components per separate transform feedback buffer

§max_transform_feedback_interleaved_components: i64

Maximum components in interleaved transform feedback

§max_transform_feedback_separate_attribs: i64

Maximum separate attributes for transform feedback

§max_color_attachments: i64

Maximum number of color attachments

§max_samples: i64

Maximum number of samples for multisampling

§max_vertex_uniform_blocks: i64

Maximum uniform blocks in vertex shader

§max_fragment_uniform_blocks: i64

Maximum uniform blocks in fragment shader

§max_combined_uniform_blocks: i64

Maximum combined uniform blocks across all shaders

§max_uniform_buffer_bindings: i64

Maximum number of uniform buffer bindings

§max_uniform_block_size: i64

Maximum size of a uniform block in bytes

§max_combined_vertex_uniform_components: i64

Maximum combined components for vertex shader uniforms

§max_combined_fragment_uniform_components: i64

Maximum combined components for fragment shader uniforms

§max_vertex_output_components: i64

Maximum components output by vertex shader

§max_fragment_input_components: i64

Maximum components that can be input to fragment shader

§max_element_index: i64

Maximum supported element index value

Trait Implementations§

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impl Clone for WebGL2Maximum

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fn clone(&self) -> WebGL2Maximum

Returns a copy 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 WebGL2Maximum

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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<'de> Deserialize<'de> for WebGL2Maximum

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl From<&WebGL2Maximum> for Option<WebGL2ExtraParams>

Converts WebGL2Maximum parameters into optional WebGL2 extra parameters

Returns None if any required parameters are invalid (negative values). Optional parameters are included only if they have valid values.

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fn from(maximum: &WebGL2Maximum) -> Self

Converts to this type from the input type.
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impl Serialize for WebGL2Maximum

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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