1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
bitflags::bitflags! {
/// Specifies the access types for a resource.
pub struct Access: u64 {
/// Specifies read access to command data read from indirect buffers
/// as part of an indirect build, trace, drawing or dispatch command.
const INDIRECT_COMMAND_READ = 0x00000001;
/// Specifies read access to an index buffer as part of an indexed drawing command.
const INDEX_READ = 0x00000002;
/// Specifies read access to a vertex buffer as part of a drawing command.
const VERTEX_ATTRIBUTE_READ = 0x00000004;
/// Specifies read access to a uniform buffer in any shader pipeline stage.
const UNIFORM_READ = 0x00000008;
/// Specifies read access to a uniform texel buffer or sampled image in any shader pipeline stage.
const SHADER_SAMPLED_READ = 0x00000010;
/// Specifies read access to a storage buffer, physical storage buffer, storage texel buffer, or storage image in any shader pipeline stage.
const SHADER_STORAGE_READ = 0x00000020;
/// Specifies read access to a shader binding table in any shader pipeline stage.
const SHADER_BINDING_TABLE_READ = 0x00000040;
/// Specifies read access to an input attachment
/// within a render pass during subpass shading or fragment shading.
const INPUT_ATTACHMENT_READ = 0x00000080;
/// Specifies read access to a color attachment, such as
/// via blending, logic operations, or via certain subpass load operations.
const COLOR_ATTACHMENT_READ = 0x00000100;
/// Specifies read access to a depth/stencil attachment,
/// via depth or stencil operations or via certain subpass load operations.
const DEPTH_STENCIL_ATTACHMENT_READ = 0x00000200;
/// Specifies read access to an acceleration structure
/// as part of a trace, build, or copy command,
/// or to an acceleration structure scratch buffer as part of a build command.
const ACCELERATION_STRUCTURE_READ = 0x00001000;
/// Specifies read access to an image or buffer in a copy operation.
const TRANSFER_READ = 0x00000400;
/// Specifies read access by a host operation.
/// Accesses of this type are not performed through a resource, but directly on memory.
const HOST_READ = 0x00000800;
/// Specifies write access to a storage buffer,
/// physical storage buffer, storage texel buffer,
/// or storage image in any shader pipeline stage.
const SHADER_STORAGE_WRITE = 0x00002000;
/// Specifies write access to a color, resolve, or depth/stencil resolve attachment
/// during a render pass or via certain subpass load and store operations.
const COLOR_ATTACHMENT_WRITE = 0x00004000;
/// Specifies write access to a depth/stencil attachment,
/// via depth or stencil operations or via certain subpass load and store operations.
const DEPTH_STENCIL_ATTACHMENT_WRITE = 0x00008000;
/// Specifies write access to an acceleration structure or acceleration structure scratch buffer
/// as part of a build or copy command
const ACCELERATION_STRUCTURE_WRITE = 0x00010000;
/// Specifies write access to an image or buffer in a clear or copy operation
const TRANSFER_WRITE = 0x00020000;
/// Specifies write access by a host operation.
/// Accesses of this type are not performed through a resource, but directly on memory.
const HOST_WRITE = 0x00040000;
}
}