darkwing::server::services::browser_profile_services::config::videocard

Struct WebGL2ExtraParams

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pub(super) struct WebGL2ExtraParams {
Show 36 fields pub(super) uniform_buffer_offset_alignment: Option<u64>, pub(super) max_elements_vertices: Option<u64>, pub(super) max_elements_indices: Option<u64>, pub(super) max_draw_buffers: Option<u64>, pub(super) min_program_texel_offset: Option<u64>, pub(super) max_program_texel_offset: Option<u64>, pub(super) max_color_attachments: Option<u64>, pub(super) max_vertex_texture_image_units: Option<u64>, pub(super) max_texture_image_units: Option<u64>, pub(super) max_3d_texture_size: u64, pub(super) max_texture_lod_bias: f64, pub(super) max_fragment_uniform_components: u64, pub(super) max_vertex_uniform_components: u64, pub(super) max_array_texture_layers: u64, pub(super) max_varying_components: u64, pub(super) max_transform_feedback_separate_components: u64, pub(super) max_transform_feedback_interleaved_components: u64, pub(super) max_samples: u64, pub(super) max_vertex_uniform_blocks: u64, pub(super) max_fragment_uniform_blocks: u64, pub(super) max_combined_uniform_blocks: u64, pub(super) max_uniform_buffer_bindings: u64, pub(super) max_uniform_block_size: u64, pub(super) max_combined_vertex_uniform_components: u64, pub(super) max_combined_fragment_uniform_components: u64, pub(super) max_vertex_output_components: u64, pub(super) max_fragment_input_components: u64, pub(super) max_element_index: u64, pub(super) max_texture_size: u64, pub(super) max_vertex_attribs: u64, pub(super) max_vertex_uniform_vectors: u64, pub(super) max_varying_vectors: u64, pub(super) max_combined_texture_image_units: u64, pub(super) max_fragment_uniform_vectors: u64, pub(super) max_cube_map_texture_size: u64, pub(super) max_renderbuffer_size: u64,
}
Expand description

Configuration parameters for WebGL2 capabilities and limits

Contains various maximum values and limits that can be queried from a WebGL2 rendering context. Some parameters are optional and may be omitted if not present or invalid.

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§uniform_buffer_offset_alignment: Option<u64>

Required alignment for uniform buffer offsets

§max_elements_vertices: Option<u64>

Maximum number of vertices for draw calls

§max_elements_indices: Option<u64>

Maximum number of indices for draw calls

§max_draw_buffers: Option<u64>

Maximum number of draw buffers

§min_program_texel_offset: Option<u64>

Minimum texel offset for texture lookups

§max_program_texel_offset: Option<u64>

Maximum texel offset for texture lookups

§max_color_attachments: Option<u64>

Maximum number of color attachments

§max_vertex_texture_image_units: Option<u64>

Maximum number of texture units for vertex shaders

§max_texture_image_units: Option<u64>

Maximum number of texture image units

§max_3d_texture_size: u64

Maximum size of 3D textures

§max_texture_lod_bias: f64

Maximum texture level-of-detail bias

§max_fragment_uniform_components: u64

Maximum number of components in fragment shader uniforms

§max_vertex_uniform_components: u64

Maximum number of components in vertex shader uniforms

§max_array_texture_layers: u64

Maximum number of layers in array textures

§max_varying_components: u64

Maximum number of components that can be varied

§max_transform_feedback_separate_components: u64

Maximum components per separate transform feedback buffer

§max_transform_feedback_interleaved_components: u64

Maximum components in interleaved transform feedback

§max_samples: u64

Maximum number of samples for multisampling

§max_vertex_uniform_blocks: u64

Maximum uniform blocks in vertex shader

§max_fragment_uniform_blocks: u64

Maximum uniform blocks in fragment shader

§max_combined_uniform_blocks: u64

Maximum combined uniform blocks across all shaders

§max_uniform_buffer_bindings: u64

Maximum number of uniform buffer bindings

§max_uniform_block_size: u64

Maximum size of a uniform block in bytes

§max_combined_vertex_uniform_components: u64

Maximum combined components for vertex shader uniforms

§max_combined_fragment_uniform_components: u64

Maximum combined components for fragment shader uniforms

§max_vertex_output_components: u64

Maximum components output by vertex shader

§max_fragment_input_components: u64

Maximum components that can be input to fragment shader

§max_element_index: u64

Maximum supported element index value

§max_texture_size: u64

Maximum size of textures in pixels

§max_vertex_attribs: u64

Maximum number of vertex attributes

§max_vertex_uniform_vectors: u64

Maximum number of 4-component vectors for vertex uniforms

§max_varying_vectors: u64

Maximum number of varying vectors that can be used

§max_combined_texture_image_units: u64

Maximum number of texture units that can be used by shaders

§max_fragment_uniform_vectors: u64

Maximum number of 4-component vectors for fragment uniforms

§max_cube_map_texture_size: u64

Maximum size of cube map textures

§max_renderbuffer_size: u64

Maximum size of renderbuffers

Trait Implementations§

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impl Clone for WebGL2ExtraParams

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fn clone(&self) -> WebGL2ExtraParams

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 WebGL2ExtraParams

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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 WebGL2ExtraParams

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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 PartialEq for WebGL2ExtraParams

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fn eq(&self, other: &WebGL2ExtraParams) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for WebGL2ExtraParams

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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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impl StructuralPartialEq for WebGL2ExtraParams

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