This describes the resource usage state.
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#include <GraphicsTypes.h>
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enum | Enum : StorageType {
Unknown = 0U
, Undefined = XII_BIT(0)
, VertexBuffer = XII_BIT(1)
, ConstantBuffer = XII_BIT(2)
,
IndexBuffer = XII_BIT(3)
, RenderTarget = XII_BIT(4)
, UnorderedAccess = XII_BIT(5)
, DepthWrite = XII_BIT(6)
,
DepthRead = XII_BIT(7)
, ShaderResource = XII_BIT(8)
, StreamOut = XII_BIT(9)
, IndirectArgument = XII_BIT(10)
,
CopyDestination = XII_BIT(11)
, CopySource = XII_BIT(12)
, ResolveDestination = XII_BIT(13)
, ResolveSource = XII_BIT(14)
,
InputAttachment = XII_BIT(15)
, Present = XII_BIT(16)
, BuildASRead = XII_BIT(17)
, BuildASWrite = XII_BIT(18)
,
RayTracing = XII_BIT(19)
, Common = XII_BIT(20)
, ShadingRate = XII_BIT(21)
, GenericRead = VertexBuffer | ConstantBuffer | IndexBuffer | ShaderResource | IndirectArgument | CopySource
,
Default = Unknown
} |
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using | StorageType = xiiUInt32 |
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This describes the resource usage state.
◆ Enum
Enumerator |
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Unknown | The resource state is not known directly.
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Undefined | The resource state is known to the engine, but is undefined. A resource is typically in an undefined state right after initialization.
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VertexBuffer | The resource is accessed as a vertex buffer.
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ConstantBuffer | The resource is accessed as a constant (uniform) buffer.
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IndexBuffer | The resource is accessed as an index buffer.
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RenderTarget | The resource is accessed as a render target.
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UnorderedAccess | The resource is used for unordered access.
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DepthWrite | The resource is used in a writable depth-stencil view or in clear operation.
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DepthRead | The resource is used in a read-only depth-stencil view.
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ShaderResource | The resource is accessed from a shader.
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StreamOut | The resource is used as the destination for stream output.
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IndirectArgument | The resource is used as an indirect draw/dispatch arguments buffer.
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CopyDestination | The resource is used as the destination in a copy operation.
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CopySource | The resource is used as the source in a copy operation.
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ResolveDestination | The resource is used as the destination in a resolve operation.
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ResolveSource | The resource is used as the source in a resolve operation.
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InputAttachment | The resource is used as an input attachment in a render pass sub pass.
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Present | The resource is used for present.
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BuildASRead | The resource is used as vertex/index/instance buffer in an amplification shader building operation or as an acceleration structure source in an amplification shader copy operation.
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BuildASWrite | The resource is used as the target for AS building or AS copy operations.
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RayTracing | The resource is used as a top-level AS shader resource in a trace rays operation.
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Common | The resource state is used for read operations, but access to the resource may be slower compared to the specialized state. A transition to the common state is always a pipeline stall and can often induce a cache flush and render target decompress operation.
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ShadingRate | The resource is used as the source when variable shading rate rendering.
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The documentation for this struct was generated from the following file:
- /home/runner/work/XII/XII/Source/Engine/GraphicsFoundation/Declarations/GraphicsTypes.h