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LiteFX::Rendering::DescriptorType

Describes the type of a IDescriptorLayout.

Synopsis

Declared in <litefx/rendering_api.hpp>

enum class DescriptorType : int;

Description

Note that, while in theory you can declare a writable descriptor in any format, the rendering back-end might not necessarily support writing in a specific format.

Members

NameDescription
ConstantBuffer A uniform buffer in Vulkan. Maps to a constant buffer in DirectX.
StructuredBuffer A shader storage buffer object in Vulkan. Maps to a structured buffer in DirectX.
RWStructuredBuffer A writable shader storage object in Vulkan. Maps to a read/write structured buffer in DirectX.
Texture A read-only sampled image.
RWTexture A writable image.
Sampler A sampler state of a texture or image.
InputAttachment The result of a render target from an earlier render pass. Maps to a SubpassInput in HLSL.
Buffer Represents a read-only texel buffer (uniform texel buffer).
RWBuffer Represents a writable texel buffer (storage texel buffer).
ByteAddressBuffer Represents an unformatted buffer.
RWByteAddressBuffer Represents an unformatted writable buffer.
AccelerationStructure Represents a ray-tracing acceleration structure.

See Also

IDescriptorLayout

https://docs.microsoft.com/en-us/windows/win32/direct3d12/typed-unordered-access-view-loads#supported-formats-and-api-calls