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

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

Trait Implementations

impl Debug for AccessType
[src]

Formats the value using the given formatter. Read more

impl Clone for AccessType
[src]

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

impl PartialEq for AccessType
[src]

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

This method tests for !=.

Auto Trait Implementations

impl Send for AccessType

impl Sync for AccessType