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LiteFX::Rendering::ResourceAccess

Defines how a IBuffer or IImage resource is accessed.

Synopsis

Declared in <litefx/rendering_api.hpp>

enum class ResourceAccess : int;

Members

NameDescription
None Indicates that a resource is not accessed.
VertexBuffer Indicates that a resource is accessed as a vertex buffer.
IndexBuffer Indicates that a resource is accessed as an index buffer.
UniformBuffer Indicates that a resource is accessed as an uniform/constant buffer.
RenderTarget Indicates that a resource is accessed as a render target.
DepthStencilRead Indicates that a resource is accessed as to read depth/stencil values.
DepthStencilWrite Indicates that a resource is accessed as to write depth/stencil values.
ShaderRead Indicates that a resource is accessed as a read-only shader resource.
ShaderReadWrite Indicates that a resource is accessed as a read-write shader resource.
Indirect Indicates that a resource is accessed as to read indirect draw commands.
TransferRead Indicates that a resource is accessed as to read during a transfer operation.
TransferWrite Indicates that a resource is accessed as to write during a transfer operation.
ResolveRead Indicates that a resource is accessed as to read during a resolve operation.
ResolveWrite Indicates that a resource is accessed as to write during a resolve operation.
Common Indicates that a resource can be accessed in any way, compatible to the layout.
AccelerationStructureRead Indicates that a resources is accessed to read an acceleration structure.
AccelerationStructureWrite Indicates that a resources is accessed to write an acceleration structure.

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

IImage

IBuffer

PipelineStage

ImageLayout