options: fix frame-direction docs
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@ -6,7 +6,8 @@
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pub struct FrameOptionsD3D11 {
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/// Whether or not to clear the history buffers.
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pub clear_history: bool,
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/// The direction of the frame. 1 should be vertical.
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/// The direction of rendering.
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/// -1 indicates that the frames are played in reverse order.
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pub frame_direction: i32,
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}
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@ -6,7 +6,8 @@
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pub struct FrameOptionsD3D12 {
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/// Whether or not to clear the history buffers.
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pub clear_history: bool,
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/// The direction of the frame. 1 should be vertical.
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/// The direction of rendering.
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/// -1 indicates that the frames are played in reverse order.
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pub frame_direction: i32,
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}
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@ -14,14 +15,11 @@ pub struct FrameOptionsD3D12 {
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#[repr(C)]
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#[derive(Debug, Clone)]
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pub struct FilterChainOptionsD3D12 {
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/// Force the HLSL shader pipeline. This may reduce shader compatibility
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/// Force the HLSL shader pipeline. This may reduce shader compatibility.
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pub force_hlsl_pipeline: bool,
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/// Whether or not to explicitly disable mipmap
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/// generation for intermediate passes regardless
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/// of shader preset settings.
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///
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/// Mipmap generation Direct3D may be prohibitively expensive
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/// on some hardware environments.
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pub force_no_mipmaps: bool,
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}
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@ -6,7 +6,8 @@
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pub struct FrameOptionsGL {
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/// Whether or not to clear the history buffers.
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pub clear_history: bool,
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/// The direction of the frame. 1 should be vertical.
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/// The direction of rendering.
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/// -1 indicates that the frames are played in reverse order.
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pub frame_direction: i32,
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}
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@ -6,7 +6,8 @@
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pub struct FrameOptionsVulkan {
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/// Whether or not to clear the history buffers.
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pub clear_history: bool,
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/// The direction of the frame. 1 should be vertical.
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/// The direction of rendering.
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/// -1 indicates that the frames are played in reverse order.
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pub frame_direction: i32,
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}
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