Enum screen_13::prelude::AccessType
source · pub enum AccessType {
Show 58 variants
Nothing,
CommandBufferReadNVX,
IndirectBuffer,
IndexBuffer,
VertexBuffer,
VertexShaderReadUniformBuffer,
VertexShaderReadSampledImageOrUniformTexelBuffer,
VertexShaderReadOther,
TessellationControlShaderReadUniformBuffer,
TessellationControlShaderReadSampledImageOrUniformTexelBuffer,
TessellationControlShaderReadOther,
TessellationEvaluationShaderReadUniformBuffer,
TessellationEvaluationShaderReadSampledImageOrUniformTexelBuffer,
TessellationEvaluationShaderReadOther,
GeometryShaderReadUniformBuffer,
GeometryShaderReadSampledImageOrUniformTexelBuffer,
GeometryShaderReadOther,
FragmentShaderReadUniformBuffer,
FragmentShaderReadSampledImageOrUniformTexelBuffer,
FragmentShaderReadColorInputAttachment,
FragmentShaderReadDepthStencilInputAttachment,
FragmentShaderReadOther,
ColorAttachmentRead,
DepthStencilAttachmentRead,
ComputeShaderReadUniformBuffer,
ComputeShaderReadSampledImageOrUniformTexelBuffer,
ComputeShaderReadOther,
AnyShaderReadUniformBuffer,
AnyShaderReadUniformBufferOrVertexBuffer,
AnyShaderReadSampledImageOrUniformTexelBuffer,
AnyShaderReadOther,
TransferRead,
HostRead,
Present,
CommandBufferWriteNVX,
VertexShaderWrite,
TessellationControlShaderWrite,
TessellationEvaluationShaderWrite,
GeometryShaderWrite,
FragmentShaderWrite,
ColorAttachmentWrite,
DepthStencilAttachmentWrite,
DepthAttachmentWriteStencilReadOnly,
StencilAttachmentWriteDepthReadOnly,
ComputeShaderWrite,
AnyShaderWrite,
TransferWrite,
HostWrite,
ColorAttachmentReadWrite,
General,
RayTracingShaderReadSampledImageOrUniformTexelBuffer,
RayTracingShaderReadColorInputAttachment,
RayTracingShaderReadDepthStencilInputAttachment,
RayTracingShaderReadAccelerationStructure,
RayTracingShaderReadOther,
AccelerationStructureBuildWrite,
AccelerationStructureBuildRead,
AccelerationStructureBufferWrite,
}
Expand description
Defines all potential resource usages
Variants§
Nothing
No access. Useful primarily for initialization
CommandBufferReadNVX
Command buffer read operation as defined by NVX_device_generated_commands
IndirectBuffer
Read as an indirect buffer for drawing or dispatch
IndexBuffer
Read as an index buffer for drawing
VertexBuffer
Read as a vertex buffer for drawing
VertexShaderReadUniformBuffer
Read as a uniform buffer in a vertex shader
VertexShaderReadSampledImageOrUniformTexelBuffer
Read as a sampled image/uniform texel buffer in a vertex shader
VertexShaderReadOther
Read as any other resource in a vertex shader
TessellationControlShaderReadUniformBuffer
Read as a uniform buffer in a tessellation control shader
TessellationControlShaderReadSampledImageOrUniformTexelBuffer
Read as a sampled image/uniform texel buffer in a tessellation control shader
TessellationControlShaderReadOther
Read as any other resource in a tessellation control shader
TessellationEvaluationShaderReadUniformBuffer
Read as a uniform buffer in a tessellation evaluation shader
TessellationEvaluationShaderReadSampledImageOrUniformTexelBuffer
Read as a sampled image/uniform texel buffer in a tessellation evaluation shader
TessellationEvaluationShaderReadOther
Read as any other resource in a tessellation evaluation shader
GeometryShaderReadUniformBuffer
Read as a uniform buffer in a geometry shader
GeometryShaderReadSampledImageOrUniformTexelBuffer
Read as a sampled image/uniform texel buffer in a geometry shader
GeometryShaderReadOther
Read as any other resource in a geometry shader
FragmentShaderReadUniformBuffer
Read as a uniform buffer in a fragment shader
FragmentShaderReadSampledImageOrUniformTexelBuffer
Read as a sampled image/uniform texel buffer in a fragment shader
FragmentShaderReadColorInputAttachment
Read as an input attachment with a color format in a fragment shader
FragmentShaderReadDepthStencilInputAttachment
Read as an input attachment with a depth/stencil format in a fragment shader
FragmentShaderReadOther
Read as any other resource in a fragment shader
ColorAttachmentRead
Read by blending/logic operations or subpass load operations
DepthStencilAttachmentRead
Read by depth/stencil tests or subpass load operations
ComputeShaderReadUniformBuffer
Read as a uniform buffer in a compute shader
ComputeShaderReadSampledImageOrUniformTexelBuffer
Read as a sampled image/uniform texel buffer in a compute shader
ComputeShaderReadOther
Read as any other resource in a compute shader
AnyShaderReadUniformBuffer
Read as a uniform buffer in any shader
AnyShaderReadUniformBufferOrVertexBuffer
Read as a uniform buffer in any shader, or a vertex buffer
AnyShaderReadSampledImageOrUniformTexelBuffer
Read as a sampled image in any shader
AnyShaderReadOther
Read as any other resource (excluding attachments) in any shader
TransferRead
Read as the source of a transfer operation
HostRead
Read on the host
Present
Read by the presentation engine (i.e. vkQueuePresentKHR
)
CommandBufferWriteNVX
Command buffer write operation as defined by NVX_device_generated_commands
VertexShaderWrite
Written as any resource in a vertex shader
TessellationControlShaderWrite
Written as any resource in a tessellation control shader
TessellationEvaluationShaderWrite
Written as any resource in a tessellation evaluation shader
GeometryShaderWrite
Written as any resource in a geometry shader
FragmentShaderWrite
Written as any resource in a fragment shader
ColorAttachmentWrite
Written as a color attachment during rendering, or via a subpass store op
DepthStencilAttachmentWrite
Written as a depth/stencil attachment during rendering, or via a subpass store op
DepthAttachmentWriteStencilReadOnly
Written as a depth aspect of a depth/stencil attachment during rendering, whilst the
stencil aspect is read-only. Requires VK_KHR_maintenance2
to be enabled.
StencilAttachmentWriteDepthReadOnly
Written as a stencil aspect of a depth/stencil attachment during rendering, whilst the
depth aspect is read-only. Requires VK_KHR_maintenance2
to be enabled.
ComputeShaderWrite
Written as any resource in a compute shader
AnyShaderWrite
Written as any resource in any shader
TransferWrite
Written as the destination of a transfer operation
HostWrite
Written on the host
ColorAttachmentReadWrite
Read or written as a color attachment during rendering
General
Covers any access - useful for debug, generally avoid for performance reasons
RayTracingShaderReadSampledImageOrUniformTexelBuffer
Read as a sampled image/uniform texel buffer in a ray tracing shader
RayTracingShaderReadColorInputAttachment
Read as an input attachment with a color format in a ray tracing shader
RayTracingShaderReadDepthStencilInputAttachment
Read as an input attachment with a depth/stencil format in a ray tracing shader
RayTracingShaderReadAccelerationStructure
Read as an acceleration structure in a ray tracing shader
RayTracingShaderReadOther
Read as any other resource in a ray tracing shader
AccelerationStructureBuildWrite
Written as an acceleration structure during acceleration structure building
AccelerationStructureBuildRead
Read as an acceleration structure during acceleration structure building (e.g. a BLAS when building a TLAS)
AccelerationStructureBufferWrite
Trait Implementations§
source§impl Clone for AccessType
impl Clone for AccessType
source§fn clone(&self) -> AccessType
fn clone(&self) -> AccessType
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for AccessType
impl Debug for AccessType
source§impl Default for AccessType
impl Default for AccessType
source§fn default() -> AccessType
fn default() -> AccessType
source§impl PartialEq for AccessType
impl PartialEq for AccessType
source§fn eq(&self, other: &AccessType) -> bool
fn eq(&self, other: &AccessType) -> bool
self
and other
values to be equal, and is used
by ==
.impl Copy for AccessType
impl StructuralPartialEq for AccessType
Auto Trait Implementations§
impl RefUnwindSafe for AccessType
impl Send for AccessType
impl Sync for AccessType
impl Unpin for AccessType
impl UnwindSafe for AccessType
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
fn borrow_mut(&mut self) -> &mut T
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.