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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.
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