Struct sentry_types::protocol::v7::GpuContext
source · pub struct GpuContext {Show 17 fields
pub name: String,
pub version: Option<String>,
pub driver_version: Option<String>,
pub id: Option<String>,
pub vendor_id: Option<String>,
pub vendor_name: Option<String>,
pub memory_size: Option<u32>,
pub api_type: Option<String>,
pub multi_threaded_rendering: Option<bool>,
pub npot_support: Option<bool>,
pub max_texture_size: Option<u32>,
pub graphics_shader_level: Option<String>,
pub supports_draw_call_instancing: Option<bool>,
pub supports_ray_tracing: Option<bool>,
pub supports_compute_shaders: Option<bool>,
pub supports_geometry_shaders: Option<bool>,
pub other: Map<String, Value>,
}
Expand description
GPU context describes the GPU of the device.
Fields§
§name: String
The name of the graphics device.
version: Option<String>
The Version of the graphics device.
driver_version: Option<String>
The version of the graphic device driver.
id: Option<String>
The PCI identifier of the graphics device.
vendor_id: Option<String>
The PCI vendor identifier of the graphics device.
vendor_name: Option<String>
The vendor name as reported by the graphics device.
memory_size: Option<u32>
The total GPU memory available in Megabytes.
api_type: Option<String>
The device low-level API type. Examples: “Apple Metal” or “Direct3D11”
multi_threaded_rendering: Option<bool>
Whether the GPU has multi-threaded rendering or not.
npot_support: Option<bool>
The Non-Power-Of-Two-Support support.
max_texture_size: Option<u32>
Largest size of a texture that is supported by the graphics hardware.
graphics_shader_level: Option<String>
Approximate “shader capability” level of the graphics device. For example,
Shader Model 2.0, OpenGL ES 3.0, Metal / OpenGL ES 3.1, 27 (unknown)
.
supports_draw_call_instancing: Option<bool>
Is GPU draw call instancing supported?
supports_ray_tracing: Option<bool>
Is ray tracing available on the device?
supports_compute_shaders: Option<bool>
Are compute shaders available on the device?
supports_geometry_shaders: Option<bool>
Are geometry shaders available on the device?
other: Map<String, Value>
Additional arbitrary fields for forwards compatibility.
Trait Implementations§
source§impl Clone for GpuContext
impl Clone for GpuContext
source§fn clone(&self) -> GpuContext
fn clone(&self) -> GpuContext
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for GpuContext
impl Debug for GpuContext
source§impl Default for GpuContext
impl Default for GpuContext
source§fn default() -> GpuContext
fn default() -> GpuContext
source§impl<'de> Deserialize<'de> for GpuContext
impl<'de> Deserialize<'de> for GpuContext
source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
source§impl From<GpuContext> for Context
impl From<GpuContext> for Context
source§fn from(data: GpuContext) -> Self
fn from(data: GpuContext) -> Self
source§impl PartialEq for GpuContext
impl PartialEq for GpuContext
source§impl Serialize for GpuContext
impl Serialize for GpuContext
impl StructuralPartialEq for GpuContext
Auto Trait Implementations§
impl Freeze for GpuContext
impl RefUnwindSafe for GpuContext
impl Send for GpuContext
impl Sync for GpuContext
impl Unpin for GpuContext
impl UnwindSafe for GpuContext
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
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§default unsafe fn clone_to_uninit(&self, dst: *mut T)
default unsafe fn clone_to_uninit(&self, dst: *mut T)
clone_to_uninit
)