[−][src]Enum vk_sync::AccessType
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
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fn eq(&self, other: &AccessType) -> bool
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#[must_use]
fn ne(&self, other: &Rhs) -> bool
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This method tests for !=
.
impl Clone for AccessType
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fn clone(&self) -> AccessType
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fn clone_from(&mut self, source: &Self)
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Performs copy-assignment from source
. Read more
impl Default for AccessType
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impl Copy for AccessType
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impl Debug for AccessType
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Auto Trait Implementations
impl Unpin for AccessType
impl Sync for AccessType
impl Send for AccessType
impl RefUnwindSafe for AccessType
impl UnwindSafe for AccessType
Blanket Implementations
impl<T> From<T> for T
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impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,