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¶
| Name | Description |
|---|---|
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. |
ResourceDescriptorHeap | Special descriptor type, that can bind all resources besides constant buffers, acceleration structures and samplers, which then can be directly indexed from the global resource heap. |
SamplerDescriptorHeap | A special descriptor type that allows indexed access to the a portion of the global sampler heap. |
See Also¶
IDescriptorLayout
https://docs.microsoft.com/en-us/windows/win32/direct3d12/typed-unordered-access-view-loads#supported-formats-and-api-calls