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Color read *and* write access, matching D3D12_RESOURCE_STATE_RENDER_TARGET:
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- THSVS_ACCESS_COLOR_ATTACHMENT_READ_WRITE
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Also the "THSVS_ACCESS_*_SHADER_READ_SAMPLED_IMAGE" enums have been renamed to the form "THSVS_ACCESS_*_SHADER_READ_SAMPLED_IMAGE_OR_UNIFORM_TEXEL_BUFFER"
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Also the "THSVS_ACCESS_*_SHADER_READ_SAMPLED_IMAGE" enums have been renamed to the form "THSVS_ACCESS_*_SHADER_READ_SAMPLED_IMAGE_OR_UNIFORM_TEXEL_BUFFER"
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alpha.2
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Alpha.2 adds four new resource states for "ANY SHADER ACCESS":
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- THSVS_ACCESS_ANY_SHADER_READ_UNIFORM_BUFFER
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- THSVS_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE
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- THSVS_ACCESS_ANY_SHADER_READ_OTHER
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- THSVS_ACCESS_ANY_SHADER_WRITE
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alpha.1
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Alpha.1 adds three new resource states:
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- THSVS_ACCESS_GENERAL (Any access on the device)
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- THSVS_ACCESS_DEPTH_ATTACHMENT_WRITE_STENCIL_READ_ONLY (Write access to only the depth aspect of a depth/stencil attachment)
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- THSVS_ACCESS_STENCIL_ATTACHMENT_WRITE_DEPTH_READ_ONLY (Write access to only the stencil aspect of a depth/stencil attachment)
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It also fixes a couple of typos, and adds clarification as to when extensions need to be enabled to use a feature.
THSVS_ACCESS_VERTEX_SHADER_WRITE, // Written as any resource in a vertex shader
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THSVS_ACCESS_TESSELLATION_CONTROL_SHADER_WRITE, // Written as any resource in a tessellation control shader
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THSVS_ACCESS_TESSELLATION_EVALUATION_SHADER_WRITE, // Written as any resource in a tessellation evaluation shader
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THSVS_ACCESS_GEOMETRY_SHADER_WRITE, // Written as any resource in a geometry shader
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THSVS_ACCESS_FRAGMENT_SHADER_WRITE, // Written as any resource in a fragment shader
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THSVS_ACCESS_COLOR_ATTACHMENT_WRITE, // Written as a color attachment during rendering, or via a subpass store op
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THSVS_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE, // Written as a depth/stencil attachment during rendering, or via a subpass store op
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// Requires VK_KHR_maintenance2 to be enabled
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// Requires VK_KHR_maintenance2 to be enabled
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THSVS_ACCESS_DEPTH_ATTACHMENT_WRITE_STENCIL_READ_ONLY, // Written as a depth aspect of a depth/stencil attachment during rendering, whilst the stencil aspect is read-only
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THSVS_ACCESS_STENCIL_ATTACHMENT_WRITE_DEPTH_READ_ONLY, // Written as a stencil aspect of a depth/stencil attachment during rendering, whilst the depth aspect is read-only
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THSVS_ACCESS_COMPUTE_SHADER_WRITE, // Written as any resource in a compute shader
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THSVS_ACCESS_ANY_SHADER_WRITE, // Written as any resource in any shader
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THSVS_ACCESS_TRANSFER_WRITE, // Written as the destination of a transfer operation
@@ -236,8 +240,8 @@ THSVS_IMAGE_LAYOUT_OPTIMAL is usually preferred.
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typedefenum ThsvsImageLayout {
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THSVS_IMAGE_LAYOUT_OPTIMAL, // Choose the most optimal layout for each usage. Performs layout transitions as appropriate for the access.
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THSVS_IMAGE_LAYOUT_GENERAL, // Layout accessible by all Vulkan access types on a device - no layout transitions except for presentation
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// Requires VK_KHR_shared_presentable_image to be enabled. Can only be used for shared presentable images (i.e. single-buffered swapchains).
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// Requires VK_KHR_shared_presentable_image to be enabled. Can only be used for shared presentable images (i.e. single-buffered swapchains).
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THSVS_IMAGE_LAYOUT_GENERAL_AND_PRESENTATION // As GENERAL, but also allows presentation engines to access it - no layout transitions
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