[][src]Enum vk_sync::AccessType

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

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

Trait Implementations

impl PartialEq<AccessType> for AccessType[src]

#[must_use] fn ne(&self, other: &Rhs) -> bool1.0.0[src]

This method tests for !=.

impl Clone for AccessType[src]

fn clone_from(&mut self, source: &Self)1.0.0[src]

Performs copy-assignment from source. Read more

impl Default for AccessType[src]

impl Copy for AccessType[src]

impl Debug for AccessType[src]

Auto Trait Implementations

Blanket Implementations

impl<T> From<T> for T[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]