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XII Release 0.1.0
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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 |
This describes the access flags.
The flags mirror VkAccessFlags enum and only have effect in a Vulkan graphics implementation.
enum xiiGALAccessFlags::Enum : StorageType |
Enumerator | |
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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. |