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AccessType

Enum AccessType 

Source
pub enum AccessType {
Show 68 variants Nothing, CommandBufferReadNVX, IndirectBuffer, IndexBuffer, VertexBuffer, VertexShaderReadUniformBuffer, VertexShaderReadSampledImageOrUniformTexelBuffer, VertexShaderReadOther, MeshShaderReadUniformBuffer, MeshShaderReadSampledImageOrUniformTexelBuffer, MeshShaderReadOther, TaskShaderReadUniformBuffer, TaskShaderReadSampledImageOrUniformTexelBuffer, TaskShaderReadOther, TessellationControlShaderReadUniformBuffer, TessellationControlShaderReadSampledImageOrUniformTexelBuffer, TessellationControlShaderReadOther, TessellationEvaluationShaderReadUniformBuffer, TessellationEvaluationShaderReadSampledImageOrUniformTexelBuffer, TessellationEvaluationShaderReadOther, GeometryShaderReadUniformBuffer, GeometryShaderReadSampledImageOrUniformTexelBuffer, GeometryShaderReadOther, FragmentShaderReadUniformBuffer, FragmentShaderReadSampledImageOrUniformTexelBuffer, FragmentShaderReadColorInputAttachment, FragmentShaderReadDepthStencilInputAttachment, FragmentShaderReadOther, ColorAttachmentRead, DepthStencilAttachmentRead, DepthStencilAttachmentReadWrite, ComputeShaderReadUniformBuffer, ComputeShaderReadSampledImageOrUniformTexelBuffer, ComputeShaderReadOther, ComputeShaderReadWrite, AnyShaderReadUniformBuffer, AnyShaderReadUniformBufferOrVertexBuffer, AnyShaderReadSampledImageOrUniformTexelBuffer, AnyShaderReadOther, TransferRead, HostRead, Present, CommandBufferWriteNVX, VertexShaderWrite, MeshShaderWrite, TaskShaderWrite, 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§

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Nothing

No access. Useful primarily for initialization

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CommandBufferReadNVX

Command buffer read operation as defined by NVX_device_generated_commands

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IndirectBuffer

Read as an indirect buffer for drawing or dispatch

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IndexBuffer

Read as an index buffer for drawing

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VertexBuffer

Read as a vertex buffer for drawing

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VertexShaderReadUniformBuffer

Read as a uniform buffer in a vertex shader

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VertexShaderReadSampledImageOrUniformTexelBuffer

Read as a sampled image/uniform texel buffer in a vertex shader

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VertexShaderReadOther

Read as any other resource in a vertex shader

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MeshShaderReadUniformBuffer

Read as a uniform buffer in a mesh shader

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MeshShaderReadSampledImageOrUniformTexelBuffer

Read as a sampled image/uniform texel buffer in a mesh shader

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MeshShaderReadOther

Read as any other resource in a mesh shader

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TaskShaderReadUniformBuffer

Read as a uniform buffer in a task shader

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TaskShaderReadSampledImageOrUniformTexelBuffer

Read as a sampled image/uniform texel buffer in a task shader

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TaskShaderReadOther

Read as any other resource in a task shader

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TessellationControlShaderReadUniformBuffer

Read as a uniform buffer in a tessellation control shader

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TessellationControlShaderReadSampledImageOrUniformTexelBuffer

Read as a sampled image/uniform texel buffer in a tessellation control shader

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TessellationControlShaderReadOther

Read as any other resource in a tessellation control shader

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TessellationEvaluationShaderReadUniformBuffer

Read as a uniform buffer in a tessellation evaluation shader

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TessellationEvaluationShaderReadSampledImageOrUniformTexelBuffer

Read as a sampled image/uniform texel buffer in a tessellation evaluation shader

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TessellationEvaluationShaderReadOther

Read as any other resource in a tessellation evaluation shader

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GeometryShaderReadUniformBuffer

Read as a uniform buffer in a geometry shader

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GeometryShaderReadSampledImageOrUniformTexelBuffer

Read as a sampled image/uniform texel buffer in a geometry shader

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GeometryShaderReadOther

Read as any other resource in a geometry shader

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FragmentShaderReadUniformBuffer

Read as a uniform buffer in a fragment shader

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FragmentShaderReadSampledImageOrUniformTexelBuffer

Read as a sampled image/uniform texel buffer in a fragment shader

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FragmentShaderReadColorInputAttachment

Read as an input attachment with a color format in a fragment shader

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FragmentShaderReadDepthStencilInputAttachment

Read as an input attachment with a depth/stencil format in a fragment shader

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FragmentShaderReadOther

Read as any other resource in a fragment shader

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ColorAttachmentRead

Read by blending/logic operations or subpass load operations

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DepthStencilAttachmentRead

Read by depth/stencil tests or subpass load operations

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DepthStencilAttachmentReadWrite

Read or written as a depth/stencil attachment during rendering, or via a subpass store op

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ComputeShaderReadUniformBuffer

Read as a uniform buffer in a compute shader

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ComputeShaderReadSampledImageOrUniformTexelBuffer

Read as a sampled image/uniform texel buffer in a compute shader

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ComputeShaderReadOther

Read as any other resource in a compute shader

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ComputeShaderReadWrite

Read or written as any resource in a compute shader

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AnyShaderReadUniformBuffer

Read as a uniform buffer in any shader

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AnyShaderReadUniformBufferOrVertexBuffer

Read as a uniform buffer in any shader, or a vertex buffer

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AnyShaderReadSampledImageOrUniformTexelBuffer

Read as a sampled image in any shader

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AnyShaderReadOther

Read as any other resource (excluding attachments) in any shader

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TransferRead

Read as the source of a transfer operation

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HostRead

Read on the host

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Present

Read by the presentation engine (i.e. vkQueuePresentKHR)

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CommandBufferWriteNVX

Command buffer write operation as defined by NVX_device_generated_commands

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VertexShaderWrite

Written as any resource in a vertex shader

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MeshShaderWrite

Written as any resource in a mesh shader

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TaskShaderWrite

Written as any resource in a task shader

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TessellationControlShaderWrite

Written as any resource in a tessellation control shader

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TessellationEvaluationShaderWrite

Written as any resource in a tessellation evaluation shader

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GeometryShaderWrite

Written as any resource in a geometry shader

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FragmentShaderWrite

Written as any resource in a fragment shader

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ColorAttachmentWrite

Written as a color attachment during rendering, or via a subpass store op

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DepthStencilAttachmentWrite

Written as a depth/stencil attachment during rendering, or via a subpass store op

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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.

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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.

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ComputeShaderWrite

Written as any resource in a compute shader

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AnyShaderWrite

Written as any resource in any shader

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TransferWrite

Written as the destination of a transfer operation

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HostWrite

Written on the host

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ColorAttachmentReadWrite

Read or written as a color attachment during rendering

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General

Covers any access - useful for debug, generally avoid for performance reasons

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RayTracingShaderReadSampledImageOrUniformTexelBuffer

Read as a sampled image/uniform texel buffer in a ray tracing shader

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RayTracingShaderReadColorInputAttachment

Read as an input attachment with a color format in a ray tracing shader

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RayTracingShaderReadDepthStencilInputAttachment

Read as an input attachment with a depth/stencil format in a ray tracing shader

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RayTracingShaderReadAccelerationStructure

Read as an acceleration structure in a ray tracing shader

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RayTracingShaderReadOther

Read as any other resource in a ray tracing shader

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AccelerationStructureBuildWrite

Written as an acceleration structure during acceleration structure building

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AccelerationStructureBuildRead

Read as an acceleration structure during acceleration structure building (e.g. a BLAS when building a TLAS)

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AccelerationStructureBufferWrite

Trait Implementations§

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impl Clone for AccessType

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fn clone(&self) -> AccessType

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for AccessType

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impl Debug for AccessType

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for AccessType

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fn default() -> AccessType

Returns the “default value” for a type. Read more
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impl PartialEq for AccessType

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fn eq(&self, other: &AccessType) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for AccessType

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.