12 #ifndef __VE_PHYSICAL_DEVICE_FEATURES_H__ 
   13 #define __VE_PHYSICAL_DEVICE_FEATURES_H__ 
   26     bool robustBufferAccess = 
false;
 
   27     bool fullDrawIndexUint32 = 
false;
 
   28     bool imageCubeArray = 
false;
 
   29     bool independentBlend = 
false;
 
   30     bool geometryShader = 
false;
 
   31     bool tessellationShader = 
false;
 
   32     bool sampleRateShading = 
false;
 
   33     bool dualSrcBlend = 
false;
 
   35     bool multiDrawIndirect = 
false;
 
   36     bool drawIndirectFirstInstance = 
false;
 
   37     bool depthClamp = 
false;
 
   38     bool depthBiasClamp = 
false;
 
   39     bool fillModeNonSolid = 
false;
 
   40     bool depthBounds = 
false;
 
   41     bool wideLines = 
false;
 
   42     bool largePoints = 
false;
 
   43     bool alphaToOne = 
false;
 
   44     bool multiViewport = 
false;
 
   45     bool samplerAnisotropy = 
false;
 
   46     bool textureCompressionETC2 = 
false;
 
   47     bool textureCompressionASTC_LDR = 
false;
 
   48     bool textureCompressionBC = 
false;
 
   49     bool occlusionQueryPrecise = 
false;
 
   50     bool pipelineStatisticsQuery = 
false;
 
   51     bool vertexPipelineStoresAndAtomics = 
false;
 
   52     bool fragmentStoresAndAtomics = 
false;
 
   53     bool shaderTessellationAndGeometryPointSize = 
false;
 
   54     bool shaderImageGatherExtended = 
false;
 
   55     bool shaderStorageImageExtendedFormats = 
false;
 
   56     bool shaderStorageImageMultisample = 
false;
 
   57     bool shaderStorageImageReadWithoutFormat = 
false;
 
   58     bool shaderStorageImageWriteWithoutFormat = 
false;
 
   59     bool shaderUniformBufferArrayDynamicIndexing = 
false;
 
   60     bool shaderSampledImageArrayDynamicIndexing = 
false;
 
   61     bool shaderStorageBufferArrayDynamicIndexing = 
false;
 
   62     bool shaderStorageImageArrayDynamicIndexing = 
false;
 
   63     bool shaderClipDistance = 
false;
 
   64     bool shaderCullDistance = 
false;
 
   65     bool shaderFloat64 = 
false;
 
   66     bool shaderInt64 = 
false;
 
   67     bool shaderInt16 = 
false;
 
   68     bool shaderResourceResidency = 
false;
 
   69     bool shaderResourceMinLod = 
false;
 
   70     bool sparseBinding = 
false;
 
   71     bool sparseResidencyBuffer = 
false;
 
   72     bool sparseResidencyImage2D = 
false;
 
   73     bool sparseResidencyImage3D = 
false;
 
   74     bool sparseResidency2Samples = 
false;
 
   75     bool sparseResidency4Samples = 
false;
 
   76     bool sparseResidency8Samples = 
false;
 
   77     bool sparseResidency16Samples = 
false;
 
   78     bool sparseResidencyAliased = 
false;
 
   79     bool variableMultisampleRate = 
false;
 
   80     bool inheritedQueries = 
false;
 
   82     bool timelineSemaphore = 
false;
 
   83     bool bufferDeviceAddress = 
false;
 
   84     bool synchronization2 = 
false;
 
   85     bool dynamicRendering = 
false;
 
   87     bool rayQuery = 
false;
 
   88     bool rayTracingPipeline = 
false;
 
   89     bool accelerationStructure = 
false;
 
   90     bool multiview = 
false;
 
   91     bool multiviewGeometryShader = 
false;
 
   92     bool multiviewTessellationShader = 
false;
 
   94     bool descriptorIndexing = 
false;
 
   95     bool descriptorBindingUniformBufferUpdateAfterBind = 
false;
 
   96     bool descriptorBindingSampledImageUpdateAfterBind = 
false;
 
   97     bool descriptorBindingStorageImageUpdateAfterBind = 
false;
 
   98     bool descriptorBindingStorageBufferUpdateAfterBind = 
false;
 
   99     bool descriptorBindingUniformTexelBufferUpdateAfterBind = 
false;
 
  100     bool descriptorBindingStorageTexelBufferUpdateAfterBind = 
false;
 
  101     bool descriptorBindingUpdateUnusedWhilePending = 
false;
 
  103     void enableAllVulkan_1_0_Features();
 
  104     void setAllVulkan_1_0_Features(
bool val);