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ezEngine Release 26.9
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Describes the usage state of a GPU resource for barrier and layout transition purposes. More...
#include <Enumerations.h>
Classes | |
| struct | Bits |
Public Types | |
| enum | Enum : ezUInt32 { Unknown = 0 , ShaderResource = EZ_BIT(0) , ConstantBuffer = EZ_BIT(1) , VertexBuffer = EZ_BIT(2) , IndexBuffer = EZ_BIT(3) , DrawIndirect = EZ_BIT(4) , DepthStencilRead = EZ_BIT(5) , CopySource = EZ_BIT(6) , ResolveSource = EZ_BIT(7) , UnorderedAccess = EZ_BIT(16) , RenderTarget = EZ_BIT(17) , DepthStencilWrite = EZ_BIT(18) , CopyDestination = EZ_BIT(19) , ResolveDestination = EZ_BIT(20) , Discard = EZ_BIT(28) , Present = EZ_BIT(29) , CpuRead = EZ_BIT(30) , CpuWrite = EZ_BIT(31) , AllTextureStates = ShaderResource | DepthStencilRead | CopySource | ResolveSource | UnorderedAccess | RenderTarget | DepthStencilWrite | CopyDestination | ResolveDestination | Discard , AllBufferStates = ShaderResource | ConstantBuffer | VertexBuffer | IndexBuffer | DrawIndirect | CopySource | UnorderedAccess | CopyDestination , AllReadStates = ShaderResource | ConstantBuffer | VertexBuffer | IndexBuffer | DrawIndirect | DepthStencilRead | CopySource | ResolveSource , AllWriteStates = UnorderedAccess | RenderTarget | DepthStencilWrite | CopyDestination | ResolveDestination | Discard , Default = Unknown } |
| using | StorageType = ezUInt32 |
Describes the usage state of a GPU resource for barrier and layout transition purposes.
Read-only states can be combined via bitwise OR when a resource is used for multiple read purposes simultaneously (buffers ONLY, e.g., sampled in a shader while also bound as a vertex buffer). Write states are exclusive and must not be combined with other states.
Not every state is valid for every resource type. Using an invalid state (e.g., RenderTarget on a buffer) is a usage error.
| enum ezGALResourceState::Enum : ezUInt32 |