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
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