Enum vk_sync::AccessType [−][src]
pub enum AccessType {
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,
}Defines all potential resource usages
Variants
NothingNo access. Useful primarily for initialization
CommandBufferReadNVXCommand buffer read operation as defined by NVX_device_generated_commands
IndirectBufferRead as an indirect buffer for drawing or dispatch
IndexBufferRead as an index buffer for drawing
VertexBufferRead as a vertex buffer for drawing
VertexShaderReadUniformBufferRead as a uniform buffer in a vertex shader
VertexShaderReadSampledImageOrUniformTexelBufferRead as a sampled image/uniform texel buffer in a vertex shader
VertexShaderReadOtherRead as any other resource in a vertex shader
TessellationControlShaderReadUniformBufferRead as a uniform buffer in a tessellation control shader
TessellationControlShaderReadSampledImageOrUniformTexelBufferRead as a sampled image/uniform texel buffer in a tessellation control shader
TessellationControlShaderReadOtherRead as any other resource in a tessellation control shader
TessellationEvaluationShaderReadUniformBufferRead as a uniform buffer in a tessellation evaluation shader
TessellationEvaluationShaderReadSampledImageOrUniformTexelBufferRead as a sampled image/uniform texel buffer in a tessellation evaluation shader
TessellationEvaluationShaderReadOtherRead as any other resource in a tessellation evaluation shader
GeometryShaderReadUniformBufferRead as a uniform buffer in a geometry shader
GeometryShaderReadSampledImageOrUniformTexelBufferRead as a sampled image/uniform texel buffer in a geometry shader
GeometryShaderReadOtherRead as any other resource in a geometry shader
FragmentShaderReadUniformBufferRead as a uniform buffer in a fragment shader
FragmentShaderReadSampledImageOrUniformTexelBufferRead as a sampled image/uniform texel buffer in a fragment shader
FragmentShaderReadColorInputAttachmentRead as an input attachment with a color format in a fragment shader
FragmentShaderReadDepthStencilInputAttachmentRead as an input attachment with a depth/stencil format in a fragment shader
FragmentShaderReadOtherRead as any other resource in a fragment shader
ColorAttachmentReadRead by blending/logic operations or subpass load operations
DepthStencilAttachmentReadRead by depth/stencil tests or subpass load operations
ComputeShaderReadUniformBufferRead as a uniform buffer in a compute shader
ComputeShaderReadSampledImageOrUniformTexelBufferRead as a sampled image/uniform texel buffer in a compute shader
ComputeShaderReadOtherRead as any other resource in a compute shader
AnyShaderReadUniformBufferRead as a uniform buffer in any shader
AnyShaderReadUniformBufferOrVertexBufferRead as a uniform buffer in any shader, or a vertex buffer
AnyShaderReadSampledImageOrUniformTexelBufferRead as a sampled image in any shader
AnyShaderReadOtherRead as any other resource (excluding attachments) in any shader
TransferReadRead as the source of a transfer operation
HostReadRead on the host
PresentRead by the presentation engine (i.e. vkQueuePresentKHR)
CommandBufferWriteNVXCommand buffer write operation as defined by NVX_device_generated_commands
VertexShaderWriteWritten as any resource in a vertex shader
TessellationControlShaderWriteWritten as any resource in a tessellation control shader
TessellationEvaluationShaderWriteWritten as any resource in a tessellation evaluation shader
GeometryShaderWriteWritten as any resource in a geometry shader
FragmentShaderWriteWritten as any resource in a fragment shader
ColorAttachmentWriteWritten as a color attachment during rendering, or via a subpass store op
DepthStencilAttachmentWriteWritten as a depth/stencil attachment during rendering, or via a subpass store op
DepthAttachmentWriteStencilReadOnlyWritten 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.
StencilAttachmentWriteDepthReadOnlyWritten 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.
ComputeShaderWriteWritten as any resource in a compute shader
AnyShaderWriteWritten as any resource in any shader
TransferWriteWritten as the destination of a transfer operation
HostWriteWritten on the host
ColorAttachmentReadWriteRead or written as a color attachment during rendering
GeneralCovers any access - useful for debug, generally avoid for performance reasons
Trait Implementations
impl Debug for AccessType[src]
impl Debug for AccessTypefn fmt(&self, f: &mut Formatter) -> Result[src]
fn fmt(&self, f: &mut Formatter) -> ResultFormats the value using the given formatter. Read more
impl Clone for AccessType[src]
impl Clone for AccessTypefn clone(&self) -> AccessType[src]
fn clone(&self) -> AccessTypeReturns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)1.0.0[src]
fn clone_from(&mut self, source: &Self)Performs copy-assignment from source. Read more
impl PartialEq for AccessType[src]
impl PartialEq for AccessTypeAuto Trait Implementations
impl Send for AccessType
impl Send for AccessTypeimpl Sync for AccessType
impl Sync for AccessType