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LiteFX::Rendering::PipelineStage

Defines pipeline stages as points where synchronization may occur.

Synopsis

Declared in <litefx/rendering_api.hpp>

enum class PipelineStage : int;

Members

NameDescription
None Represents no-blocking behavior.
All Waits for all previous commands to be finished, or blocks all following commands until the barrier is executed.
Draw Waits for previous commands to finish all graphics stages, or blocks following commands until the graphics stages has finished.
InputAssembly Waits for previous commands to finish the input assembly stage, or blocks following commands until the input assembly stage has finished.
Vertex Waits for previous commands to finish the vertex shader stage, or blocks following commands until the vertex shader stage has finished.
TessellationControl Waits for previous commands to finish the tessellation control/hull shader stage, or blocks following commands until the tessellation control/hull shader stage has finished.
Hull Waits for previous commands to finish the tessellation control/hull shader stage, or blocks following commands until the tessellation control/hull shader stage has finished.
TessellationEvaluation Waits for previous commands to finish the tessellation evaluation/domain shader stage, or blocks following commands until the tessellation evaluation/domain shader stage has finished.
Domain Waits for previous commands to finish the tessellation evaluation/domain shader stage, or blocks following commands until the tessellation evaluation/domain shader stage has finished.
Geometry Waits for previous commands to finish the geometry shader stage, or blocks following commands until the geometry shader stage has finished.
Fragment Waits for previous commands to finish the fragment/pixel shader stage, or blocks following commands until the fragment/pixel shader stage has finished.
Pixel Waits for previous commands to finish the fragment/pixel shader stage, or blocks following commands until the fragment/pixel shader stage has finished.
DepthStencil Waits for previous commands to finish the depth/stencil stage, or blocks following commands until the depth/stencil stage has finished.
Indirect Waits for previous commands to finish the draw indirect stage, or blocks following commands until the draw indirect stage has finished.
RenderTarget Waits for previous commands to finish the output merger stage, or blocks following commands until the output merger stage has finished.
Compute Waits for previous commands to finish the compute shader stage, or blocks following commands until the compute shader stage has finished.
Transfer Waits for previous commands to finish the transfer stage, or blocks following commands until the transfer stage has finished.
Resolve Waits for previous commands to finish the multi-sampling resolution stage, or blocks following commands until the multi-sampling resolution stage has finished.
AccelerationStructureBuild Waits for previous commands to finish the building stage for an acceleration structure, or blocks the following commands until the building has finished.
AccelerationStructureCopy Waits for previous commands to finish the copying stage for an acceleration structure, or blocks the following commands until the copying has finished.
Raytracing Waits for the previous commands to finish ray-tracing shader stages, or blocks the following commands until ray-tracing has finished.

Non-Member Functions

NameDescription
operator&Bitwise conjunction operator
operator&=Bitwise conjunction assignment operator
operator|Bitwise disjunction operator
operator|=Bitwise disjunction assignment operator

See Also

IBarrier

ResourceAccess

ImageLayout