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Unsafe bindings for the RPS library.

Structs

Resource access attribute.
Requirements for a single memory allocation.
Memory allocator interface.
Buffer resource view.
Parameters for clearing a depth stencil resource.
Parameters for clearing a resource.
Command callback with usage parameters.
Parameters of a command callback context.
Diagnostic information for a command of the render graph command stream.
Parameters for explicitly beginning a render pass from a command callback.
Output resources for writing results of a graphics node.
Screen regions to render to.
Parameters of a batch of commands to be recorded by the graphics API in use.
Creation parameters for an RpsDevice.
Required parameters for a GPU memory allocation.
Diagnostic information for a heap.
Parameters of a resource placement inside a heap.
Image resource view.
Parameters of a memory type.
Parameters for describing a render graph node.
Parameters for creating a dummy runtime device.
Function parameter attribute.
Parameters for describing a node call parameter.
Printer interface.
Parameters for creating an RPS program.
Random number generator interface.
Rectangular geometrical figure.
Parameters of the command batch layout of a render graph.
Parameters for creating a render graph.
Diagnostic information for parts of a render graph.
Parameters for executing a render graph.
Parameters of a render graph processing phase.
Parameters for recording commands using a processed render graph.
Parameters for describing a render graph signature.
Parameters for updating a render graph.
Parameters for accessing a resource.
Parameters for a resource description.
Diagnostic information for a resource.
General resource view.
Callback functions of a runtime.
Parameters for creating a runtime device.
Parameters for creating a custom GPU memory heap.
Parameters for creating the used defined resources associated with a node.
Parameters for creating a runtime resource.
Parameters for destroying an array of runtime GPU memory heaps.
Parameters for destroying an array of runtime resources.
Parameters for recording a debug marker command.
Parameters for setting a resource debug name.
Parameters of a runtime resource.
Graph entry and node parameter semantic attribute.
Parameters of a source code location.
Subsection of a resource from the graphics API perspective.
Parameters of a type used in the RPS library.
Screen region to render to.

Constants

Final state when exiting the node. This allows a view to have a different state at entering and exiting, in case the node implementation needs to perform a transition but does not want to transition it back to the original state. Not implemented yet.
Bitwise OR of all GPU / CPU access, excluding decorator flags such as RPS_ACCESS_RELAXED_ORDER_BIT and RPS_ACCESS_NO_VIEW_BIT.
Bitwise OR of all possible CPU access flags.
Bitwise OR of all possible GPU access flags.
Bitwise OR of all possible GPU readonly access flags.
Bitwise OR of all possible GPU writeable access flags.
Initial state when entering the node. This allows a view to have a different state at entering and exiting, in case the node implementation needs to perform a transition but does not want to transition it back to the original state. Not implemented yet.
View is cleared before the current access. Usually used together with other basic access flags.
Accessible as a constant buffer.
Accessible as a copy target.
Accessible as a copy source.
Accessible for reads by the CPU.
Accessible for writes by the CPU.
Depth read write access.
Accessible as a readonly depth view.
Depth / Stencil read write access.
Accessible as a writable depth view.
Access does not read existing data so it can be discarded.
Accessible as an index buffer.
Accessible as an indirect argument buffer.
Access does not need a resource view to be created, (e.g. via ID3D12GraphicsCommandList::CopyResource).
Accessible as a predication buffer.
Accessible as a present source.
Accessible for write (build) as a raytracing acceleration
Accessible for read as a raytracing acceleration structure.
Access does not care about the ordering with regard to other accesses which also have the RPS_ACCESS_RELAXED_ORDER_BIT flag.
Access can be used by a render pass attachment (as render target or depth stencil). Used to distinguish clear-only accesses (which may use special clear commands) and render target / depth stencil view accesses.
Accessible as a render target view.
Accessible as a resolve target.
Accessible as a resolve source.
Accessible as a shader resource (readonly) view.
Accessible as a shading rate image in a Variable Rate Shading
Stencil read write access.
Accessible as a readonly stencil view.
Accessible as a writable stencil view.
Accessible for write as a stream out buffer.
Accessible as a unordered access (shader readwrite) view.
8-bit unsigned integer type.
16-bit unsigned integer type.
32-bit unsigned integer type.
64-bit unsigned integer type.
General type with specified size.
Starting value of the type id range reserved for runtime defined types.
Starting value of the type id range reserved for user defined types.
Clears the color aspect of a render target view.
Clears the depth aspect of a depth stencil view.
No clear flags are specified. (Not a valid use case).
Clears the stencil aspect of a depth stencil view.
Clears the UAV with floating point data.
Clears the UAV with integer data.
Skips default render target / depth stencil buffer setup, even if any were specified in the node parameter semantics.
Skips render state & resource binding setup other than render targets (including depth stencil buffer) and viewport (including scissor rects).
Skips viewport and scissor rect setup during command node setup. Used when the command callback will do the setup instead.
The command callback will record command buffer in a multi-threaded way. This may change the render pass setup behavior as required by some graphics APIs.
Dumps the directed acyclic graph of nodes defined
Dumps the commands of the render graph after
Dumps the resources and commands of a render graph
Sets resource names as debug names in the graphics
Inserts source code location debug data for
Video resource format with opaque layout.
RGB video resource format with 8-bit palletization.
Single channel A format with the channel being a normalized, 8-bit unsigned integer.
4-bit palletized video resource format.
4-channel video resource format with each channel being a 8-bit value.
4-channels BGRA format with each channel being a normalized 4-bit unsigned integer.
4-channel BGRA format with the first three channels being a normalized, 5-bit unsigned integer and the last one a normalized, 1-bit unsigned integer.
3-channel BGR format with the first channel being a normalized, 5-bit unsigned integer, the second one a normalized, 6-bit unsigned integer and the third one a normalized, 5-bit unsigned integer.
4-channel BGRA format with each channel being a typeless 8-bit value.
4-channel BGRA format with each channel being a normalized, 8-bit unsigned integer.
4-channel BGRA format with each channel being a normalized, 8-bit unsigned
3-channel BGR format with each channel being a typeless 8-bit value and 8
3-channel BGR format with each channel being a normalized, 8-bit unsigned integer value and 8 unused bits at the end.
3-channel BGR format with each channel being a normalized, 8-bit unsigned
4-channel block compressed format with the first channel being a typeless 5-bit value, the second one a typeless, 6-bit value, the third one a typeless, 5-bit value and the last one a typeless, 0-bit or 1-bit value.
4-channel block compressed format with the first channel being a normalized, 5-bit unsigned integer, the second one a normalized, 6-bit unsigned integer, the third one a normalized, 5-bit unsigned integer and the last one a normalized, 0-bit or 1-bit unsigned integer.
4-channel block compressed format with the first channel being a normalized, 5-bit unsigned integer SRGB value, the second one a normalized, 6-bit unsigned integer SRGB value, the third one a normalized, 5-bit unsigned integer SRGB valu eand the last one a normalized, 0-bit or 1-bit unsigned integer SRGB value.
4-channel block compressed format with the first channel being a typeless 5-bit value, the second one a typeless, 6-bit value, the third one a typeless, 5-bit value and the last one a typeless, 4-bit value.
4-channel block compressed format with the first channel being a normalized, 5-bit unsigned integer, the second one a normalized, 6-bit unsigned integer, the third one a normalized, 5-bit unsigned integer and the last one a normalized, 4-bit unsigned integer.
4-channel block compressed format with the first channel being a normalized, 5-bit unsigned integer SRGB value, the second one a normalized, 6-bit unsigned integer SRGB value, the third one a normalized, 5-bit unsigned integer SRGB value and the last one a normalized, 4-bit unsigned integer SRGB value.
4-channel block compressed format with the first channel being a typeless 5-bit value, the second one a typeless, 6-bit value, the third one a typeless, 5-bit value and the last one a typeless, 8-bit value.
4-channel block compressed format with the first channel being a normalized, 5-bit unsigned integer, the second one a normalized, 6-bit unsigned integer, the third one a normalized, 5-bit unsigned integer and the last one a normalized, 8-bit unsigned integer.
4-channel block compressed format with the first channel being a normalized, 5-bit unsigned integer SRGB value, the second one a normalized, 6-bit unsigned integer SRGB value, the third one a normalized, 5-bit unsigned integer SRGB value and the last one a normalized, 0-bit or 1-bit unsigned integer SRGB value.
Single channel block compressed format with the channel being a normalized, 8-bit signed integer value.
Single channel block compressed format with the channel being a typeless 8-bit value.
Single channel block compressed format with the channel being a normalized, 8-bit signed integer value.
2-channel block compressed format with each channel being a normalized, 8-bit signed integer value.
2-channel block compressed format with each channel being a typeless 8-bit value.
2-channel block compressed format with each channel being a normalized, 8-bit unsigned integer value.
3-channel block compressed HDR format with each channel being a 16-bit signed “half” floating point value.
3-channel block compressed HDR format with each channel being a typeless 16-bit value.
3-channel block compressed HDR format with each channel being a 16-bit unsigned “half” floating point value.
3-channel or 4-channel block compressed format with the first three channels being a typeless, 4-7-bit value and the last one an optional, typeless 0-8-bit value.
3-channel or 4-channel block compressed format with the first three channels being an normalized, 4-7-bit unsigned integer and the last one an optional, normalized, 0-8-bit unsigned integer.
3-channel or 4-channel block compressed format with the first three channels being an normalized, 4-7-bit unsigned integer and the last one an optional, normalized, 0-8-bit unsigned integer .
Number of formats available in RpsFormat.
Single channel R format with the channel being a 16-bit IEEE 754 floating point
2-channel RG format with the first channel being a normalized, 24-bit unsigned integer depth value and the second one an 8-bit unsigned integer stencil value.
Single channel R format with the channel being a 32-bit IEEE 754 floating point depth
2-channel RG format with the first channel being a 32-bit depth value, the second one a 8-bit unsigned integer value and 24 unused bits at the end.
4-channel RGB format with each channel being a normalized, 8-bit unsigned integer. Each block of 32 bits describes the RGB values for a pair of pixels that always share one R and B value but have separate G values.
4-bit palletized video resource format.
2-channel video resource format with each channel being a 8-bit value.
2-channel video resource format with each channel being a 8-bit value.
RGB video resource format with 8-bit palletization.
2-channel video resource format with each channel being a 16-bit value.
2-channel video resource format with each channel being a 8-bit value.
Single channel R format with the channel being a 1-bit unsigned integer.
4-channel RGBA format with all channels being 8-bit signed integers.
4-channel RGBA format with all channels being normalized, 8-bit signed
4-channel RGBA format with all channels being typeless 8-bit values.
4-channel RGBA format with all channels being 8-bit unsigned integers.
4-channel RGBA format with all channels being normalized 8-bit unsigned
4-channel RGBA format with all channels being normalized 8-bit unsigned integer
4-channel RGB format with each channel being a normalized, 8-bit unsigned integer. Each block of 32 bits describes the RGB values for a pair of pixels that always share one R and B value but have separate G values.
2-channel RG format with each channel being a 8-bit signed integer.
2-channel RG format with each channel being a normalized, 8-bit signed integer.
2-channel RG format with each channel being a typeless 8-bit value.
2-channel RG format with each channel being a 8-bit unsigned integer.
2-channel RG format with each channel being a normalized, 8-bit unsigned integer.
Single channel R format with the channel being a 8-bit signed integer.
Single channel R format with the channel being a normalized, 8-bit signed integer.
Single channel R format with the channel being a typeless 8-bit value.
Single channel R format with the channel being a 8-bit signed integer.
Single channel R format with the channel being a normalized, 8-bit unsigned integer.
4-channel RGB format with the first three channels being a 9-bit mantissa. Together with the 5-bit exponent that is shared for all three channels they form three 9-bit mantissa + 5-bit exponent floating point value.
4-channel RGBA format with the RGB channels being typeless 10-bit values and the A channel being a typeless 2-bit value.
4-channel RGBA format with the RGB channels being 10-bit unsigned integer values and the A channel being a 2-bit unsigned integer value.
4-channel RGBA format with the RGB channels being 10-bit normalized, unsigned integer values and the A channel being a 2-bit normalized, unsigned integer value.
4-channel RGB 2.8-biased fixed-point format with the first three channels being a normalized, 10-bit unsigned integer and the last one a normalized 2-bit unsigned integer.
3-channel RGB format with the RG channels being 11-bit floating point values and the B channel being a 10-bit floating point value.
4-channel RGBA format with each channel being a 16-bit floating point
4-channel RGBA format with each channel being a 16-bit signed integer.
4-channel RGBA format with each channel being a normalized, 16-bit signed
4-channel RGBA format with each channel being a typeless 16-bit value.
4-channel RGBA format with each channel being a 16-bit unsigned integer.
4-channel RGBA format with each channel being a normalized, 16-bit unsigned
2-channel RG format with each channel being a 16-bit IEEE 754 floating point value.
2-channel RG format with each channel being a 16-bit signed integer.
2-channel RG format with each channel being a normalized, 16-bit signed integer
2-channel RG format with each channel being a typeless 16-bit value.
2-channel RG format with each channel being a 16-bit unsigned integer.
2-channel RG format with each channel being a normalized, 16-bit unsigned integer.
Single channel R format with the channel being a 16-bit IEEE 754 floating point
Single channel R format with the channel being a 16-bit signed integer.
Single channel R format with the channel being a normalized, 16-bit signed integer.
Single channel R format with the channel being a typeless 16-bit value.
Single channel R format with the channel being a 16-bit signed integer.
Single channel R format with the channel being a 16-bit unsigned integer.
2-channel RG format with the first channel being a typeless 24-bit value and the second one a typeless 8-bit value.
2-channel RG format with the first channel being a normalized, 24-bit unsigned integer value and the second one a typeless 8-bit value.
2-channel RG format with the first channel being a typeless 32-bit value, the second channel a typeless 8-bit value and 24 unused bits at the end.
4-channel RGBA format with each channel being a 32-bit IEEE 754 floating
4-channel RGBA format with each channel being a 32-bit signed integer.
4-channel RGBA format with each channel being a typeless 32-bit value.
4-channel RGBA format with each channel being a 32-bit unsigned integer.
3-channel RGB format with each channel being a 32-bit IEEE 754 floating
3-channel RGB format with each channel being a 32-bit signed integer.
3-channel RGB format with each channel being a typeless 32-bit value.
3-channel RGB format with each channel being a 32-bit unsigned integer.
2-channel RG format with each channel being a 32-bit IEEE 754 floating point value.
2-channel RG format with each channel being a 32-bit signed integer.
2-channel RG format with each channel being a typeless 32-bit value.
2-channel RG format with each channel being a 32-bit unsigned integer.
Single channel R format with the channel being a 32-bit IEEE 754 floating point
Single channel R format with the channel being a typeless 32-bit IEEE 754 floating point value and additional sets of 8 and 24 unused bits afterwards.
Single channel R format with the channel being a 32-bit signed integer.
Single channel R format with the channel being a typeless 32-bit value.
Single channel R format with the channel being a 32-bit unsigned integer.
Single channel R format with 24 unused bits with the channel being an 8-bit unsigned integer.
Single channel R format with 32 unused bits, the channel being an 8-bit unsigned integer value and 24 unused bits at the end.
4-channel video resource format with each channel being a 16-bit value.
4-channel video resource format with each channel being a 16-bit value.
4-channel video resource format with each of the first three channels being a
4-channel video resource format with each channel being a 16-bit value.
4-channel video resource format with each channel being a 8-bit value.
Node requires a queue with compute capabilities.
Node requires a queue with copy capabilities.
No node declaration properties.
Node requires a queue with graphics capabilites.
Node prefers to be executed asynchronously.
Node prefers to be executed as a render pass if the API backend
No node instance properties.
Node prefers to be executed asynchronously.
Node parameter is an output parameter.
Forces the enumeration to be int32 type. Do not use!!!
Patch list. The number of control points in the patch list
The previously cached diagnostic info is returned < if not called for the first time.
Disallows unbound nodes if no default callback is set.
Resolve operation outputs the average value of all MSAA samples.
Decoding sampler feedback map (DX12 only).
Encoding sampler feedback map (DX12 only).
Resolve operation outputs the maximum value of all MSAA samples.
Resolve operation outputs the minimum value of all MSAA samples.
Resource data is persistent from frame to
Count of defined resource type values.
Resource type is unknown / invalid.
Specifies the default component mapping (where R, G, B, A components map to R, G, B, A without swizzling). Note this is using 1 byte each channel, different from DX12 default.
Failure due to a command being already finalized.
Failure due to not being able to find the specified file.
Failure due to an index being out of its valid bounds.
Failure due to an integer overflow.
Failure due to an RPS library internal error.
Failure due to a data layout mismatch between runtime and shader.
Failure due to invalid arguments.
Failure due to invalid data.
Failure due to an invalid file format.
Failure due to an invalid operation.
Failure due to a compiled RPSL shader program being ill formed. Normally indicates a compiler error.
Failure due to a key value being duplicated where it is required to be unique.
Failure due to a key not being found.
Failure due to a feature not being implemented yet.
Failure due to a feature not being supported.
Failure due to running out of memory.
Failure due to exclusive ranges overlapping.
Failure due to failed a runtime API without direct mapping of the API error code.
Failure due to a failed type safety check.
Failure due to an unknown node.
Failure due to an unrecognized command.
Failure due to an unspecified error.
Failure due to an RPSL module being incompatible with the current runtime.
Failure due to the file format version being too new.
Failure due to the file format version being too old.
Failure due to rpsRenderPipelineValidate finding an invalid pipeline configuration. More details are provided via output of the device print function.
Successful completion.
Number of unique RPS result codes.
Reserved for future use. Allows work to overlap between multiple frames.
Includes split barriers where appropriate.
Reserved for future use. Avoids rescheduling if possible and uses the existing schedule instead.
Uses default options. This is identical to RPS_SCHEDULE_UNSPECIFIED in most cases, except when used as RpsRenderGraphUpdateInfo::scheduleFlags, instead using the default options regardless of RpsRenderGraphCreateInfo::scheduleInfo::scheduleFlags. This default behavior is a baseline set of criteria used for scheduling to which these flags can add additional ones.
Prioritizes a lower memory footprint over performance.
Pioritizes application performance over a lower memory footprint.
Disables dead code elimination optimization. By default, RPS removes nodes that have no visible effect (Not contributing to modification of external, temporal, persistent or CPU resources). This flag disables this optimization.
Reserved for future use. Uses standalone transition nodes instead of render pass transitions.
Command nodes are kept in the program order.
Avoids alternating between graphics and compute work on the same queue. This can help for some architectures where switching between graphics and compute produces extra overhead.
Schedules in favor of reducing total GPU memory usage. Possible strategies include minimizing transient resource lifetimes and agressive aliasing. This may increase the number of barriers generated.
Reserved for future use. Tries to use render pass transitions instead of standalone transition nodes when possible. If RPS_SCHEDULE_DISABLE_RENDERPASS_TRANSITIONS_BIT is set, this flag will have no effect.
Schedules commands randomly (without changing program logic). Mostly useful for testing purposes. Applications should normally avoid using this flag for end-user scenarios. If RPS_SCHEDULE_KEEP_PROGRAM_ORDER_BIT is set, this flag will have no effect.
No schedule flag bits are specified. Default options are used. When used as RpsRenderGraphUpdateInfo::scheduleFlags, the RpsRenderGraphCreateInfo::scheduleInfo::scheduleFlags specified at render graph creation time are used instead.
Performs aggressive work pipelining based on the workload type. If RPS_SCHEDULE_WORKLOAD_TYPE_PIPELINING_DISABLE_BIT is set, this flag will have not effect.
Disables work pipelining based on the workload type.
Reserved for future use.
Usage as a color clear value. The data type must be float[4].
Number of defined semantics.
Usage as a depth clear value. The data type must be float.
Bound as a depth stencil view.
Start of the dynamic state semantic enumeration values.
Reserved for future use.
Bound as an index buffer.
Bound as an indirect argument buffer.
Bound for write as a stream out buffer. The semantic index indicates the stream out buffer binding slot.
Reserved for future use.
Usage as primitive topology. The data must be one of the values specified by RpsPrimitiveTopology.
Bound as a render target view. The semantic index indicates the render target slot.
Bound as a resolve target. The semantic index indicates the render target slot of the resolve source.
Start of the resource binding enumeration values.
Usage as a scissor rectangle. The data type must be RpsRect.
Bound as a shading rate image in a Variable Rate Shading (VRS) pass.
Usage as a stencil clear value. The data type must be uint32_t, only the lower 8 bit will be used.
Reserved for future use.
Bound as an indirect count buffer.
User defined resource view binding. This is intended for shader resource views and unordered access views where resources are bound to programmable shaders instead of fixed function binding points.
Bound as a vertex buffer. The semantic index indicates the vertex buffer binding slot.
Usage as a viewport. The data type must be RpsViewport.
Amplification shader stage.
The subgraph is atomic, so external nodes may not be reorderd
The subgraph is sequential, the relative order of its nodes should be

Functions

Begins a rasterization rendering pass.
Reports an error from a command callback context.
Clones a command callback context to create a secondary context and assigns it a new command buffer.
Ends a rasterization rendering pass.
Gets the resource access info from a resource node argument.
Gets an array of resource access infos from a resource node argument.
Gets the resource description from a node argument.
Gets an array of resource descriptions of a resource node argument.
Gets the runtime resource from a resource node argument.
Gets an array of runtime resources from a resource node argument.
Gets the description of the current cmd node.
Gets the description of a node argument.
Gets the render targets parameters from the current recording context.
Gets the viewport info from the current recording context.
Sets a new command buffer to be used for command recording.
Creates a device object.
Destroys an RPS device object.
Accesses user data of an RPS device.
Gets the name string of a format.
Returns whether a format has a depth component.
Returns whether a format has a depth or a stencil component.
Returns whether a format has a stencil component.
Returns whether a format is block compressed.
Returns whether a format has only a depth component and no stencil component.
Returns the single element byte size for a format.
Gets the global debug printer.
Generates an RPSL entry name.
Creates a dummy runtime.
Binds a command node callback to a node declaration specified by name.
Binds a subprogram to a node declaration specified by name.
Creates a subprogram.
Destroys a subprogram instance.
Adds a render graph node to a render graph.
Allocates memory from a render graph builder.
Allocates memory from a render graph builder with alignment requirements.
Creates a render graph.
Declare an on-demand node type during the render graph construction.
Declare a render graph managed resource.
Destroys a render graph.
Executes a render graph.
Gets the command batch layout of a render graph.
Gets diagnostic information from a render graph.
Gets the main entry of a render graph.
Gets the runtime resource info of an output parameter.
Gets the resource ID of a resource parameter by the parameter ID.
Gets a variable from the render graph builder by its ID.
Gets the runtime resource info from a resource ID.
Records graphics API commands from a processed render graph.
Updates a render graph.
Gets the name string of a result code.
Initializes an RPSL DLL module.
Gets the signature description of an RPSL entry point.
Sets the global debug printer which is used for diagnostic purposes when no device context is available.

Type Definitions

Signature of functions for acquiring command buffers in a simplified execution mode.
Signature of functions for allocating memory.
Signature of render graph node callbacks.
Signature of functions for destroying device objects.
Signature of functions for freeing allocated memory.
Signature of functions for printing with variadic arguments.
Signature of functions for generating random integers uniformly distributed on the closed interval [minValue, maxValue].
Signature of functions for reallocating memory.
Signature of functions for render graph building.
Signature of functions for destroying a render graph phase object.
Signature of functions for executing a render graph phase.
Signature of functions for creating a runtime heap.
Signature of functions for creating a runtime resource.
Signature of functions for destroying runtime heaps.
Signature of functions for destroying runtime resources.
Signature of functions for defining an array of render graph phases.
Signature of functions for destroying a runtime device.
Creates the user defined resources associated with a node.
Destroys the user defined resources associated with a node.
Signature of functions for recording runtime debug markers.
Signature of functions for setting runtime debug names.
Signature of functions for submitting command buffers in a simplified execution mode.
Signature of functions for printing with a variable argument list.
Signature of functions for initializing RPSL processes from a DLL.
Bitflags for resource (view) access attributes.
Boolean value type.
Integer type ids for all built-in types, e.g. integers and floating point types.
Bitflags for the way a resource should be cleared.
Bitflags for command callback properties.
Transparent handle type for a general, immutable render graph variable.
Bitflags for enabling diagnostic systems.
Type for holding up to 16 bitflags.
Type for holding up to 32 bitflags.
Type for holding up to 64 bitflags.
Supported RPS formats.
Type for heap identifiers.
Bitflags for used aspects of an image resource.
Type for general 32-bit index values.
Bitflags for properties of a render graph node declaration.
Type for render graph node declaration identifiers.
Bitflags for node instance properties.
Bitmask type for RpsNodeFlagBits of properties for a render graph node instance.
Type for render graph node identifiers.
Type for function parameter identifiers.
Bitflags for decorating node parameters.
Primitive topology types.
Bitflags for queue capabilities.
Bitflags for recording commands.
Bitflags for diagnostic info modes.
Bitflags for special render graph properties.
Resolve mode types for built-in resolve node.
Bitflags for special properties of a resource.
Type for resource identifiers.
Resource types used by RPS resources.
Resource components or value to map to for component mapping.
Bitflags for resource view properties.
Result and error codes used by operations of the RPS library.
Type for RPSL entry point declarations.
Enumeration of runtime defined built-in type IDs.
Debug marker modes.
Bitflags for render pass behavior.
Bitflags for scheduling behavior.
Graphics resource and argument data usage semantics.
Bitflags for shader stages.
Type for files represented by an RPSL internal integer identifier.
Bitflags for subgraph properties.
Integer type ids for any kind of type.
Transparent handle type for a general render graph variable.
Bitmask type for an internal entry flags type.

Unions