Enum vk_sync_fork::AccessType [−][src]
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
No access. Useful primarily for initialization
Command buffer read operation as defined by NVX_device_generated_commands
Read as an indirect buffer for drawing or dispatch
Read as an index buffer for drawing
Read as a vertex buffer for drawing
Read as a uniform buffer in a vertex shader
Read as a sampled image/uniform texel buffer in a vertex shader
Read as any other resource in a vertex shader
Read as a uniform buffer in a tessellation control shader
Read as a sampled image/uniform texel buffer in a tessellation control shader
Read as any other resource in a tessellation control shader
Read as a uniform buffer in a tessellation evaluation shader
Read as a sampled image/uniform texel buffer in a tessellation evaluation shader
Read as any other resource in a tessellation evaluation shader
Read as a uniform buffer in a geometry shader
Read as a sampled image/uniform texel buffer in a geometry shader
Read as any other resource in a geometry shader
Read as a uniform buffer in a fragment shader
Read as a sampled image/uniform texel buffer in a fragment shader
Read as an input attachment with a color format in a fragment shader
Read as an input attachment with a depth/stencil format in a fragment shader
Read as any other resource in a fragment shader
Read by blending/logic operations or subpass load operations
Read by depth/stencil tests or subpass load operations
Read as a uniform buffer in a compute shader
Read as a sampled image/uniform texel buffer in a compute shader
Read as any other resource in a compute shader
Read as a uniform buffer in any shader
Read as a uniform buffer in any shader, or a vertex buffer
Read as a sampled image in any shader
Read as any other resource (excluding attachments) in any shader
Read as the source of a transfer operation
Read on the host
Read by the presentation engine (i.e. vkQueuePresentKHR)
Command buffer write operation as defined by NVX_device_generated_commands
Written as any resource in a vertex shader
Written as any resource in a tessellation control shader
Written as any resource in a tessellation evaluation shader
Written as any resource in a geometry shader
Written as any resource in a fragment shader
Written as a color attachment during rendering, or via a subpass store op
Written as a depth/stencil attachment during rendering, or via a subpass store op
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.
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.
Written as any resource in a compute shader
Written as any resource in any shader
Written as the destination of a transfer operation
Written on the host
Read or written as a color attachment during rendering
Covers any access - useful for debug, generally avoid for performance reasons
Read as a sampled image/uniform texel buffer in a ray tracing shader
Read as an input attachment with a color format in a ray tracing shader
Read as an input attachment with a depth/stencil format in a ray tracing shader
Read as an acceleration structure in a ray tracing shader
Read as any other resource in a ray tracing shader
Written as an acceleration structure during acceleration structure building
Read as an acceleration structure during acceleration structure building (e.g. a BLAS when building a TLAS)
Trait Implementations
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
Mutably borrows from an owned value. Read more