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//! In an effort to make Vulkan synchronization more accessible, this library
//! provides a simplification of core synchronization mechanisms such as
//! pipeline barriers and events.
//!
//! Rather than the complex maze of enums and bit flags in Vulkan - many
//! combinations of which are invalid or nonsensical - this library collapses
//! this to a much shorter list of ~40 distinct usage types, and a couple of
//! options for handling image layouts.
//!
//! Additionally, these usage types provide an easier mapping to other graphics
//! APIs like DirectX 12.
//!
//! Use of other synchronization mechanisms such as semaphores, fences and render
//! passes are not addressed in this library at present.

extern crate ash;

pub type BufferType = ash::vk::Buffer;
pub type ImageType = ash::vk::Image;
pub type ImageSubresourceRangeType = ash::vk::ImageSubresourceRange;

pub mod cmd;

/// Defines all potential resource usages
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum AccessType {
	/// No access. Useful primarily for initialization
	Nothing,

	/// Command buffer read operation as defined by `NVX_device_generated_commands`
	CommandBufferReadNVX,

	/// Read as an indirect buffer for drawing or dispatch
	IndirectBuffer,

	/// Read as an index buffer for drawing
	IndexBuffer,

	/// Read as a vertex buffer for drawing
	VertexBuffer,

	/// Read as a uniform buffer in a vertex shader
	VertexShaderReadUniformBuffer,

	/// Read as a sampled image/uniform texel buffer in a vertex shader
	VertexShaderReadSampledImageOrUniformTexelBuffer,

	/// Read as any other resource in a vertex shader
	VertexShaderReadOther,

	/// Read as a uniform buffer in a tessellation control shader
	TessellationControlShaderReadUniformBuffer,

	/// Read as a sampled image/uniform texel buffer in a tessellation control shader
	TessellationControlShaderReadSampledImageOrUniformTexelBuffer,

	/// Read as any other resource in a tessellation control shader
	TessellationControlShaderReadOther,

	/// Read as a uniform buffer in a tessellation evaluation shader
	TessellationEvaluationShaderReadUniformBuffer,

	/// Read as a sampled image/uniform texel buffer in a tessellation evaluation shader
	TessellationEvaluationShaderReadSampledImageOrUniformTexelBuffer,

	/// Read as any other resource in a tessellation evaluation shader
	TessellationEvaluationShaderReadOther,

	/// Read as a uniform buffer in a geometry shader
	GeometryShaderReadUniformBuffer,

	/// Read as a sampled image/uniform texel buffer in a geometry shader
	GeometryShaderReadSampledImageOrUniformTexelBuffer,

	/// Read as any other resource in a geometry shader
	GeometryShaderReadOther,

	/// Read as a uniform buffer in a fragment shader
	FragmentShaderReadUniformBuffer,

	/// Read as a sampled image/uniform texel buffer in a fragment shader
	FragmentShaderReadSampledImageOrUniformTexelBuffer,

	/// Read as an input attachment with a color format in a fragment shader
	FragmentShaderReadColorInputAttachment,

	/// Read as an input attachment with a depth/stencil format in a fragment shader
	FragmentShaderReadDepthStencilInputAttachment,

	/// Read as any other resource in a fragment shader
	FragmentShaderReadOther,

	/// Read by blending/logic operations or subpass load operations
	ColorAttachmentRead,

	/// Read by depth/stencil tests or subpass load operations
	DepthStencilAttachmentRead,

	/// Read as a uniform buffer in a compute shader
	ComputeShaderReadUniformBuffer,

	/// Read as a sampled image/uniform texel buffer in a compute shader
	ComputeShaderReadSampledImageOrUniformTexelBuffer,

	/// Read as any other resource in a compute shader
	ComputeShaderReadOther,

	/// Read as a uniform buffer in any shader
	AnyShaderReadUniformBuffer,

	/// Read as a uniform buffer in any shader, or a vertex buffer
	AnyShaderReadUniformBufferOrVertexBuffer,

	/// Read as a sampled image in any shader
	AnyShaderReadSampledImageOrUniformTexelBuffer,

	/// Read as any other resource (excluding attachments) in any shader
	AnyShaderReadOther,

	/// Read as the source of a transfer operation
	TransferRead,

	/// Read on the host
	HostRead,

	/// Read by the presentation engine (i.e. `vkQueuePresentKHR`)
	Present,

	/// Command buffer write operation as defined by `NVX_device_generated_commands`
	CommandBufferWriteNVX,

	/// Written as any resource in a vertex shader
	VertexShaderWrite,

	/// Written as any resource in a tessellation control shader
	TessellationControlShaderWrite,

	/// Written as any resource in a tessellation evaluation shader
	TessellationEvaluationShaderWrite,

	/// Written as any resource in a geometry shader
	GeometryShaderWrite,

	/// Written as any resource in a fragment shader
	FragmentShaderWrite,

	/// Written as a color attachment during rendering, or via a subpass store op
	ColorAttachmentWrite,

	/// Written as a depth/stencil attachment during rendering, or via a subpass store op
	DepthStencilAttachmentWrite,

	/// 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.
	DepthAttachmentWriteStencilReadOnly,

	/// 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.
	StencilAttachmentWriteDepthReadOnly,

	/// Written as any resource in a compute shader
	ComputeShaderWrite,

	/// Written as any resource in any shader
	AnyShaderWrite,

	/// Written as the destination of a transfer operation
	TransferWrite,

	/// Written on the host
	HostWrite,

	/// Read or written as a color attachment during rendering
	ColorAttachmentReadWrite,

	/// Covers any access - useful for debug, generally avoid for performance reasons
	General,
}

impl Default for AccessType {
	fn default() -> Self {
		AccessType::Nothing
	}
}

/// Defines a handful of layout options for images.
/// Rather than a list of all possible image layouts, this reduced list is
/// correlated with the access types to map to the correct Vulkan layouts.
/// `Optimal` is usually preferred.
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum ImageLayout {
	/// Choose the most optimal layout for each usage. Performs layout transitions as appropriate for the access.
	Optimal,

	/// Layout accessible by all Vulkan access types on a device - no layout transitions except for presentation
	General,

	/// Similar to `General`, but also allows presentation engines to access it - no layout transitions.
	/// Requires `VK_KHR_shared_presentable_image` to be enabled, and this can only be used for shared presentable
	/// images (i.e. single-buffered swap chains).
	GeneralAndPresentation,
}

impl Default for ImageLayout {
	fn default() -> Self {
		ImageLayout::Optimal
	}
}

/// Global barriers define a set of accesses on multiple resources at once.
/// If a buffer or image doesn't require a queue ownership transfer, or an image
/// doesn't require a layout transition (e.g. you're using one of the
/// `ImageLayout::General*` layouts) then a global barrier should be preferred.
///
/// Simply define the previous and next access types of resources affected.
#[derive(Debug, Default, Clone)]
pub struct GlobalBarrier<'a> {
	pub previous_accesses: &'a [AccessType],
	pub next_accesses: &'a [AccessType],
}

/// Buffer barriers should only be used when a queue family ownership transfer
/// is required - prefer global barriers at all other times.
///
/// Access types are defined in the same way as for a global memory barrier, but
/// they only affect the buffer range identified by `buffer`, `offset` and `size`,
/// rather than all resources.
///
/// `src_queue_family_index` and `dst_queue_family_index` will be passed unmodified
/// into a buffer memory barrier.
///
/// A buffer barrier defining a queue ownership transfer needs to be executed
/// twice - once by a queue in the source queue family, and then once again by a
/// queue in the destination queue family, with a semaphore guaranteeing
/// execution order between them.
#[derive(Debug, Default, Clone)]
pub struct BufferBarrier<'a> {
	pub previous_accesses: &'a [AccessType],
	pub next_accesses: &'a [AccessType],
	pub src_queue_family_index: u32,
	pub dst_queue_family_index: u32,
	pub buffer: BufferType,
	pub offset: usize,
	pub size: usize,
}

/// Image barriers should only be used when a queue family ownership transfer
/// or an image layout transition is required - prefer global barriers at all
/// other times.
///
/// In general it is better to use image barriers with `ImageLayout::Optimal`
/// than it is to use global barriers with images using either of the
/// `ImageLayout::General*` layouts.
///
/// Access types are defined in the same way as for a global memory barrier, but
/// they only affect the image subresource range identified by `image` and
/// `range`, rather than all resources.
///
/// `src_queue_family_index`, `dst_queue_family_index`, `image`, and `range` will
/// be passed unmodified into an image memory barrier.
///
/// An image barrier defining a queue ownership transfer needs to be executed
/// twice - once by a queue in the source queue family, and then once again by a
/// queue in the destination queue family, with a semaphore guaranteeing
/// execution order between them.
///
/// If `discard_contents` is set to true, the contents of the image become
/// undefined after the barrier is executed, which can result in a performance
/// boost over attempting to preserve the contents. This is particularly useful
/// for transient images where the contents are going to be immediately overwritten.
/// A good example of when to use this is when an application re-uses a presented
/// image after acquiring the next swap chain image.
#[derive(Debug, Default, Clone)]
pub struct ImageBarrier<'a> {
	pub previous_accesses: &'a [AccessType],
	pub next_accesses: &'a [AccessType],
	pub previous_layout: ImageLayout,
	pub next_layout: ImageLayout,
	pub discard_contents: bool,
	pub src_queue_family_index: u32,
	pub dst_queue_family_index: u32,
	pub image: ImageType,
	pub range: ImageSubresourceRangeType,
}

/// Mapping function that translates a global barrier into a set of source and
/// destination pipeline stages, and a memory barrier, that can be used with
/// Vulkan synchronization methods.
pub fn get_memory_barrier(
	barrier: &GlobalBarrier,
) -> (
	ash::vk::PipelineStageFlags,
	ash::vk::PipelineStageFlags,
	ash::vk::MemoryBarrier,
) {
	let mut src_stages = ash::vk::PipelineStageFlags::empty();
	let mut dst_stages = ash::vk::PipelineStageFlags::empty();

	let mut memory_barrier = ash::vk::MemoryBarrier::default();

	for previous_access in barrier.previous_accesses {
		let previous_info = get_access_info(*previous_access);

		src_stages |= previous_info.stage_mask;

		// Add appropriate availability operations - for writes only.
		if is_write_access(*previous_access) {
			memory_barrier.src_access_mask |= previous_info.access_mask;
		}
	}

	for next_access in barrier.next_accesses {
		let next_info = get_access_info(*next_access);

		dst_stages |= next_info.stage_mask;

		// Add visibility operations as necessary.
		// If the src access mask, this is a WAR hazard (or for some reason a "RAR"),
		// so the dst access mask can be safely zeroed as these don't need visibility.
		if memory_barrier.src_access_mask != ash::vk::AccessFlags::empty() {
			memory_barrier.dst_access_mask |= next_info.access_mask;
		}
	}

	// Ensure that the stage masks are valid if no stages were determined
	if src_stages == ash::vk::PipelineStageFlags::empty() {
		src_stages = ash::vk::PipelineStageFlags::TOP_OF_PIPE;
	}

	if dst_stages == ash::vk::PipelineStageFlags::empty() {
		dst_stages = ash::vk::PipelineStageFlags::BOTTOM_OF_PIPE;
	}

	(src_stages, dst_stages, memory_barrier)
}

/// Mapping function that translates a buffer barrier into a set of source and
/// destination pipeline stages, and a buffer memory barrier, that can be used
/// with Vulkan synchronization methods.
pub fn get_buffer_memory_barrier(
	barrier: &BufferBarrier,
) -> (
	ash::vk::PipelineStageFlags,
	ash::vk::PipelineStageFlags,
	ash::vk::BufferMemoryBarrier,
) {
	let mut src_stages = ash::vk::PipelineStageFlags::empty();
	let mut dst_stages = ash::vk::PipelineStageFlags::empty();

	let mut buffer_barrier = ash::vk::BufferMemoryBarrier {
		src_queue_family_index: barrier.src_queue_family_index,
		dst_queue_family_index: barrier.dst_queue_family_index,
		buffer: barrier.buffer,
		offset: barrier.offset as u64,
		size: barrier.size as u64,
		..Default::default()
	};

	for previous_access in barrier.previous_accesses {
		let previous_info = get_access_info(*previous_access);

		src_stages |= previous_info.stage_mask;

		// Add appropriate availability operations - for writes only.
		if is_write_access(*previous_access) {
			buffer_barrier.src_access_mask |= previous_info.access_mask;
		}
	}

	for next_access in barrier.next_accesses {
		let next_info = get_access_info(*next_access);

		dst_stages |= next_info.stage_mask;

		// Add visibility operations as necessary.
		// If the src access mask, this is a WAR hazard (or for some reason a "RAR"),
		// so the dst access mask can be safely zeroed as these don't need visibility.
		if buffer_barrier.src_access_mask != ash::vk::AccessFlags::empty() {
			buffer_barrier.dst_access_mask |= next_info.access_mask;
		}
	}

	// Ensure that the stage masks are valid if no stages were determined
	if src_stages == ash::vk::PipelineStageFlags::empty() {
		src_stages = ash::vk::PipelineStageFlags::TOP_OF_PIPE;
	}

	if dst_stages == ash::vk::PipelineStageFlags::empty() {
		dst_stages = ash::vk::PipelineStageFlags::BOTTOM_OF_PIPE;
	}

	(src_stages, dst_stages, buffer_barrier)
}

/// Mapping function that translates an image barrier into a set of source and
/// destination pipeline stages, and an image memory barrier, that can be used
/// with Vulkan synchronization methods.
pub fn get_image_memory_barrier(
	barrier: &ImageBarrier,
) -> (
	ash::vk::PipelineStageFlags,
	ash::vk::PipelineStageFlags,
	ash::vk::ImageMemoryBarrier,
) {
	let mut src_stages = ash::vk::PipelineStageFlags::empty();
	let mut dst_stages = ash::vk::PipelineStageFlags::empty();

	let mut image_barrier = ash::vk::ImageMemoryBarrier {
		src_queue_family_index: barrier.src_queue_family_index,
		dst_queue_family_index: barrier.dst_queue_family_index,
		image: barrier.image,
		subresource_range: barrier.range,
		..Default::default()
	};

	for previous_access in barrier.previous_accesses {
		let previous_info = get_access_info(*previous_access);

		src_stages |= previous_info.stage_mask;

		// Add appropriate availability operations - for writes only.
		if is_write_access(*previous_access) {
			image_barrier.src_access_mask |= previous_info.access_mask;
		}

		if barrier.discard_contents {
			image_barrier.old_layout = ash::vk::ImageLayout::UNDEFINED;
		} else {
			let layout = match barrier.previous_layout {
				ImageLayout::General => {
					if *previous_access == AccessType::Present {
						ash::vk::ImageLayout::PRESENT_SRC_KHR
					} else {
						ash::vk::ImageLayout::GENERAL
					}
				}
				ImageLayout::Optimal => previous_info.image_layout,
				ImageLayout::GeneralAndPresentation => {
					unimplemented!()
					// TODO: layout = ash::vk::ImageLayout::VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR
				}
			};

			image_barrier.old_layout = layout;
		}
	}

	for next_access in barrier.next_accesses {
		let next_info = get_access_info(*next_access);

		dst_stages |= next_info.stage_mask;

		// Add visibility operations as necessary.
		// If the src access mask, this is a WAR hazard (or for some reason a "RAR"),
		// so the dst access mask can be safely zeroed as these don't need visibility.
		if image_barrier.src_access_mask != ash::vk::AccessFlags::empty() {
			image_barrier.dst_access_mask |= next_info.access_mask;
		}

		let layout = match barrier.next_layout {
			ImageLayout::General => {
				if *next_access == AccessType::Present {
					ash::vk::ImageLayout::PRESENT_SRC_KHR
				} else {
					ash::vk::ImageLayout::GENERAL
				}
			}
			ImageLayout::Optimal => next_info.image_layout,
			ImageLayout::GeneralAndPresentation => {
				unimplemented!()
				// TODO: layout = ash::vk::ImageLayout::VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR
			}
		};

		image_barrier.new_layout = layout;
	}

	// Ensure that the stage masks are valid if no stages were determined
	if src_stages == ash::vk::PipelineStageFlags::empty() {
		src_stages = ash::vk::PipelineStageFlags::TOP_OF_PIPE;
	}

	if dst_stages == ash::vk::PipelineStageFlags::empty() {
		dst_stages = ash::vk::PipelineStageFlags::BOTTOM_OF_PIPE;
	}

	(src_stages, dst_stages, image_barrier)
}

pub(crate) struct AccessInfo {
	pub(crate) stage_mask: ash::vk::PipelineStageFlags,
	pub(crate) access_mask: ash::vk::AccessFlags,
	pub(crate) image_layout: ash::vk::ImageLayout,
}

pub(crate) fn get_access_info(access_type: AccessType) -> AccessInfo {
	match access_type {
		AccessType::Nothing => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::empty(),
			access_mask: ash::vk::AccessFlags::empty(),
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::CommandBufferReadNVX => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::COMMAND_PROCESS_NVX,
			access_mask: ash::vk::AccessFlags::COMMAND_PROCESS_READ_NVX,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::IndirectBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::DRAW_INDIRECT,
			access_mask: ash::vk::AccessFlags::INDIRECT_COMMAND_READ,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::IndexBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::VERTEX_INPUT,
			access_mask: ash::vk::AccessFlags::INDEX_READ,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::VertexBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::VERTEX_INPUT,
			access_mask: ash::vk::AccessFlags::VERTEX_ATTRIBUTE_READ,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::VertexShaderReadUniformBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::VERTEX_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::VertexShaderReadSampledImageOrUniformTexelBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::VERTEX_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::SHADER_READ_ONLY_OPTIMAL,
		},
		AccessType::VertexShaderReadOther => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::VERTEX_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::TessellationControlShaderReadUniformBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::TESSELLATION_CONTROL_SHADER,
			access_mask: ash::vk::AccessFlags::UNIFORM_READ,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::TessellationControlShaderReadSampledImageOrUniformTexelBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::TESSELLATION_CONTROL_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::SHADER_READ_ONLY_OPTIMAL,
		},
		AccessType::TessellationControlShaderReadOther => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::TESSELLATION_CONTROL_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::TessellationEvaluationShaderReadUniformBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::TESSELLATION_EVALUATION_SHADER,
			access_mask: ash::vk::AccessFlags::UNIFORM_READ,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::TessellationEvaluationShaderReadSampledImageOrUniformTexelBuffer => {
			AccessInfo {
				stage_mask: ash::vk::PipelineStageFlags::TESSELLATION_EVALUATION_SHADER,
				access_mask: ash::vk::AccessFlags::SHADER_READ,
				image_layout: ash::vk::ImageLayout::SHADER_READ_ONLY_OPTIMAL,
			}
		}
		AccessType::TessellationEvaluationShaderReadOther => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::TESSELLATION_EVALUATION_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::GeometryShaderReadUniformBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::GEOMETRY_SHADER,
			access_mask: ash::vk::AccessFlags::UNIFORM_READ,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::GeometryShaderReadSampledImageOrUniformTexelBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::GEOMETRY_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::SHADER_READ_ONLY_OPTIMAL,
		},
		AccessType::GeometryShaderReadOther => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::GEOMETRY_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::FragmentShaderReadUniformBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::FRAGMENT_SHADER,
			access_mask: ash::vk::AccessFlags::UNIFORM_READ,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::FragmentShaderReadSampledImageOrUniformTexelBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::FRAGMENT_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::SHADER_READ_ONLY_OPTIMAL,
		},
		AccessType::FragmentShaderReadColorInputAttachment => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::FRAGMENT_SHADER,
			access_mask: ash::vk::AccessFlags::INPUT_ATTACHMENT_READ,
			image_layout: ash::vk::ImageLayout::SHADER_READ_ONLY_OPTIMAL,
		},
		AccessType::FragmentShaderReadDepthStencilInputAttachment => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::FRAGMENT_SHADER,
			access_mask: ash::vk::AccessFlags::INPUT_ATTACHMENT_READ,
			image_layout: ash::vk::ImageLayout::DEPTH_STENCIL_READ_ONLY_OPTIMAL,
		},
		AccessType::FragmentShaderReadOther => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::FRAGMENT_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::ColorAttachmentRead => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT,
			access_mask: ash::vk::AccessFlags::COLOR_ATTACHMENT_READ,
			image_layout: ash::vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL,
		},
		AccessType::DepthStencilAttachmentRead => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::EARLY_FRAGMENT_TESTS
				| ash::vk::PipelineStageFlags::LATE_FRAGMENT_TESTS,
			access_mask: ash::vk::AccessFlags::DEPTH_STENCIL_ATTACHMENT_READ,
			image_layout: ash::vk::ImageLayout::DEPTH_STENCIL_READ_ONLY_OPTIMAL,
		},
		AccessType::ComputeShaderReadUniformBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::COMPUTE_SHADER,
			access_mask: ash::vk::AccessFlags::UNIFORM_READ,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::ComputeShaderReadSampledImageOrUniformTexelBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::COMPUTE_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::SHADER_READ_ONLY_OPTIMAL,
		},
		AccessType::ComputeShaderReadOther => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::COMPUTE_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::AnyShaderReadUniformBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::ALL_COMMANDS,
			access_mask: ash::vk::AccessFlags::UNIFORM_READ,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::AnyShaderReadUniformBufferOrVertexBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::ALL_COMMANDS,
			access_mask: ash::vk::AccessFlags::UNIFORM_READ
				| ash::vk::AccessFlags::VERTEX_ATTRIBUTE_READ,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::AnyShaderReadSampledImageOrUniformTexelBuffer => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::ALL_COMMANDS,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::SHADER_READ_ONLY_OPTIMAL,
		},
		AccessType::AnyShaderReadOther => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::ALL_COMMANDS,
			access_mask: ash::vk::AccessFlags::SHADER_READ,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::TransferRead => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::TRANSFER,
			access_mask: ash::vk::AccessFlags::TRANSFER_READ,
			image_layout: ash::vk::ImageLayout::TRANSFER_SRC_OPTIMAL,
		},
		AccessType::HostRead => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::HOST,
			access_mask: ash::vk::AccessFlags::HOST_READ,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::Present => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::empty(),
			access_mask: ash::vk::AccessFlags::empty(),
			image_layout: ash::vk::ImageLayout::PRESENT_SRC_KHR,
		},
		AccessType::CommandBufferWriteNVX => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::COMMAND_PROCESS_NVX,
			access_mask: ash::vk::AccessFlags::COMMAND_PROCESS_WRITE_NVX,
			image_layout: ash::vk::ImageLayout::UNDEFINED,
		},
		AccessType::VertexShaderWrite => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::VERTEX_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_WRITE,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::TessellationControlShaderWrite => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::TESSELLATION_CONTROL_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_WRITE,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::TessellationEvaluationShaderWrite => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::TESSELLATION_EVALUATION_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_WRITE,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::GeometryShaderWrite => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::GEOMETRY_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_WRITE,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::FragmentShaderWrite => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::FRAGMENT_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_WRITE,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::ColorAttachmentWrite => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT,
			access_mask: ash::vk::AccessFlags::COLOR_ATTACHMENT_WRITE,
			image_layout: ash::vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL,
		},
		AccessType::DepthStencilAttachmentWrite => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::EARLY_FRAGMENT_TESTS
				| ash::vk::PipelineStageFlags::LATE_FRAGMENT_TESTS,
			access_mask: ash::vk::AccessFlags::DEPTH_STENCIL_ATTACHMENT_WRITE,
			image_layout: ash::vk::ImageLayout::DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
		},
		AccessType::DepthAttachmentWriteStencilReadOnly => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::EARLY_FRAGMENT_TESTS
				| ash::vk::PipelineStageFlags::LATE_FRAGMENT_TESTS,
			access_mask: ash::vk::AccessFlags::DEPTH_STENCIL_ATTACHMENT_WRITE
				| ash::vk::AccessFlags::DEPTH_STENCIL_ATTACHMENT_READ,
			image_layout: ash::vk::ImageLayout::DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL,
		},
		AccessType::StencilAttachmentWriteDepthReadOnly => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::EARLY_FRAGMENT_TESTS
				| ash::vk::PipelineStageFlags::LATE_FRAGMENT_TESTS,
			access_mask: ash::vk::AccessFlags::DEPTH_STENCIL_ATTACHMENT_WRITE
				| ash::vk::AccessFlags::DEPTH_STENCIL_ATTACHMENT_READ,
			image_layout: ash::vk::ImageLayout::DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL,
		},
		AccessType::ComputeShaderWrite => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::COMPUTE_SHADER,
			access_mask: ash::vk::AccessFlags::SHADER_WRITE,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::AnyShaderWrite => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::ALL_COMMANDS,
			access_mask: ash::vk::AccessFlags::SHADER_WRITE,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::TransferWrite => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::TRANSFER,
			access_mask: ash::vk::AccessFlags::TRANSFER_WRITE,
			image_layout: ash::vk::ImageLayout::TRANSFER_DST_OPTIMAL,
		},
		AccessType::HostWrite => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::HOST,
			access_mask: ash::vk::AccessFlags::HOST_WRITE,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
		AccessType::ColorAttachmentReadWrite => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT,
			access_mask: ash::vk::AccessFlags::COLOR_ATTACHMENT_READ
				| ash::vk::AccessFlags::COLOR_ATTACHMENT_WRITE,
			image_layout: ash::vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL,
		},
		AccessType::General => AccessInfo {
			stage_mask: ash::vk::PipelineStageFlags::ALL_COMMANDS,
			access_mask: ash::vk::AccessFlags::MEMORY_READ | ash::vk::AccessFlags::MEMORY_WRITE,
			image_layout: ash::vk::ImageLayout::GENERAL,
		},
	}
}

pub(crate) fn is_write_access(access_type: AccessType) -> bool {
	match access_type {
		AccessType::CommandBufferWriteNVX => true,
		AccessType::VertexShaderWrite => true,
		AccessType::TessellationControlShaderWrite => true,
		AccessType::TessellationEvaluationShaderWrite => true,
		AccessType::GeometryShaderWrite => true,
		AccessType::FragmentShaderWrite => true,
		AccessType::ColorAttachmentWrite => true,
		AccessType::DepthStencilAttachmentWrite => true,
		AccessType::DepthAttachmentWriteStencilReadOnly => true,
		AccessType::StencilAttachmentWriteDepthReadOnly => true,
		AccessType::ComputeShaderWrite => true,
		AccessType::AnyShaderWrite => true,
		AccessType::TransferWrite => true,
		AccessType::HostWrite => true,
		AccessType::ColorAttachmentReadWrite => true,
		AccessType::General => true,
		_ => false,
	}
}