Fields
- robustBufferAccess: VkBool32
- fullDrawIndexUint32: VkBool32
- imageCubeArray: VkBool32
- independentBlend: VkBool32
- geometryShader: VkBool32
- tessellationShader: VkBool32
- sampleRateShading: VkBool32
- dualSrcBlend: VkBool32
- logicOp: VkBool32
- multiDrawIndirect: VkBool32
- drawIndirectFirstInstance: VkBool32
- depthClamp: VkBool32
- depthBiasClamp: VkBool32
- fillModeNonSolid: VkBool32
- depthBounds: VkBool32
- wideLines: VkBool32
- largePoints: VkBool32
- alphaToOne: VkBool32
- multiViewport: VkBool32
- samplerAnisotropy: VkBool32
- textureCompressionETC2: VkBool32
- textureCompressionASTC_LDR: VkBool32
- textureCompressionBC: VkBool32
- occlusionQueryPrecise: VkBool32
- pipelineStatisticsQuery: VkBool32
- vertexPipelineStoresAndAtomics: VkBool32
- fragmentStoresAndAtomics: VkBool32
- shaderTessellationAndGeometryPointSize: VkBool32
- shaderImageGatherExtended: VkBool32
- shaderStorageImageExtendedFormats: VkBool32
- shaderStorageImageMultisample: VkBool32
- shaderStorageImageReadWithoutFormat: VkBool32
- shaderStorageImageWriteWithoutFormat: VkBool32
- shaderUniformBufferArrayDynamicIndexing: VkBool32
- shaderSampledImageArrayDynamicIndexing: VkBool32
- shaderStorageBufferArrayDynamicIndexing: VkBool32
- shaderStorageImageArrayDynamicIndexing: VkBool32
- shaderClipDistance: VkBool32
- shaderCullDistance: VkBool32
- shaderFloat64: VkBool32
- shaderInt64: VkBool32
- shaderInt16: VkBool32
- shaderResourceResidency: VkBool32
- shaderResourceMinLod: VkBool32
- sparseBinding: VkBool32
- sparseResidencyBuffer: VkBool32
- sparseResidencyImage2D: VkBool32
- sparseResidencyImage3D: VkBool32
- sparseResidency2Samples: VkBool32
- sparseResidency4Samples: VkBool32
- sparseResidency8Samples: VkBool32
- sparseResidency16Samples: VkBool32
- sparseResidencyAliased: VkBool32
- variableMultisampleRate: VkBool32
- inheritedQueries: VkBool32