pub enum ResourceAccess {
ShaderRead,
RenderTarget,
DepthWrite,
DepthRead,
ImageReadWrite,
ComputeWrite,
ComputeRead,
TransferSrc,
TransferDst,
Present,
}Expand description
How a pass accesses a resource.
Variants§
ShaderRead
Read as a sampler / shader resource.
RenderTarget
Written as a render target color attachment.
DepthWrite
Written as depth/stencil attachment.
DepthRead
Read as depth attachment (no writes).
ImageReadWrite
Read/write via image load/store (compute).
ComputeWrite
Written by compute shader.
ComputeRead
Read by compute shader.
TransferSrc
Source of a transfer/blit operation.
TransferDst
Destination of a transfer/blit operation.
Present
Presented to the display.
Implementations§
Trait Implementations§
Source§impl Clone for ResourceAccess
impl Clone for ResourceAccess
impl Copy for ResourceAccess
Source§impl Debug for ResourceAccess
impl Debug for ResourceAccess
impl Eq for ResourceAccess
Source§impl PartialEq for ResourceAccess
impl PartialEq for ResourceAccess
impl StructuralPartialEq for ResourceAccess
Auto Trait Implementations§
impl Freeze for ResourceAccess
impl RefUnwindSafe for ResourceAccess
impl Send for ResourceAccess
impl Sync for ResourceAccess
impl Unpin for ResourceAccess
impl UnsafeUnpin for ResourceAccess
impl UnwindSafe for ResourceAccess
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
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T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
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Source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
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