XII Release 0.1.0
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xiiGALAccessFlags Struct Reference

This describes the access flags. More...

#include <GraphicsTypes.h>

Classes

struct  Bits
 

Public Types

enum  Enum : StorageType {
  None = 0U , IndirectCommandRead = XII_BIT(0) , IndexRead = XII_BIT(1) , VertexRead = XII_BIT(2) ,
  UniformRead = XII_BIT(3) , InputAttachmentRead = XII_BIT(4) , ShaderRead = XII_BIT(5) , ShaderWrite = XII_BIT(6) ,
  RenderTargetRead = XII_BIT(7) , RenderTargetWrite = XII_BIT(8) , DepthStencilRead = XII_BIT(9) , DepthStencilWrite = XII_BIT(10) ,
  CopySource = XII_BIT(11) , CopyDestination = XII_BIT(12) , HostRead = XII_BIT(13) , HostWrite = XII_BIT(14) ,
  MemoryRead = XII_BIT(15) , MemoryWrite = XII_BIT(16) , ConditionalRenderingRead = XII_BIT(17) , ShadingRateTextureRead = XII_BIT(18) ,
  AccelerationStructureRead = XII_BIT(19) , AccelerationStructureWrite = XII_BIT(20) , FragmentDensityMapRead = XII_BIT(21) , Default = 0x80000000U
}
 
using StorageType = xiiUInt32
 

Detailed Description

This describes the access flags.

The flags mirror VkAccessFlags enum and only have effect in a Vulkan graphics implementation.

Member Enumeration Documentation

◆ Enum

enum xiiGALAccessFlags::Enum : StorageType
Enumerator
None 

No pipeline access.

IndirectCommandRead 

Read access to indirect command data read as part of an indirect drawing or dispatch command.

IndexRead 

Read access to an index buffer as part of an indexed drawing command.

VertexRead 

Read access to a vertex buffer as part of a drawing command.

UniformRead 

Read access to uniform buffer.

InputAttachmentRead 

Read access to an input attachment within a render pass during fragment shading.

ShaderRead 

Read access from a shader resource, formatted buffer, unordered access view.

ShaderWrite 

Write access from a shader resource to an unordered access view.

RenderTargetRead 

Read access to a color render target, such as via blending, logic operations, or via certain subpass load operations.

RenderTargetWrite 

Write access to a color render target, resolve, or depth/stencil resolve attachment during a render pass or via certain subpass load and store operations.

DepthStencilRead 

Read access to a depth/stencil buffer, via depth or stencil operations or via certain subpass load operations.

DepthStencilWrite 

Write access to a depth/stencil buffer, via depth or stencil operations or via certain subpass load and store operations.

CopySource 

Read access to a texture or buffer in a copy operation.

CopyDestination 

Write access to a texture or buffer in a copy operation.

HostRead 

Read access by a host operation. Accesses of this type are not performed through a resource, but directly on memory.

HostWrite 

Write access by a host operation. Accesses of this type are not performed through a resource, but directly on memory.

MemoryRead 

All read accesses. It is always valid in any access mask, and is treated as equivalent to setting Read access flags that are valid where it is used.

MemoryWrite 

All write accesses. It is always valid in any access mask, and is treated as equivalent to setting all Write access flags that are valid where it is used.

ConditionalRenderingRead 

Read access to a predicate as part of conditional rendering.

ShadingRateTextureRead 

Read access to a shading rate texture as part of a drawing command.

AccelerationStructureRead 

Read access to an acceleration structure as part of a trace or build command.

AccelerationStructureWrite 

Write access to an acceleration structure or acceleration structure scratch buffer as part of a build command.

FragmentDensityMapRead 

Read access to a fragment density map attachment during dynamic fragment density map operations.

Default 

Default access type that is determined by the resource state. For example xiiGALResourceStateFlags::RenderTarget corresponds to xiiGALAccessFlags::RenderTargetWrite.


The documentation for this struct was generated from the following file: