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

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

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

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

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

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

🔬 This is a nightly-only experimental API. (toowned_clone_into)

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.