Vixen
02b45cc4
csharp
public enum ResourceState

What a resource is being used for, for the purpose of a barrier.

No guide page documents this yet — the page shows what the code says about itself.

Remarks

Specified against Vulkan's synchronization2 rather than the older source-and-destination-stage model, and deliberately: D3D12's Enhanced Barriers map onto it directly, so a D3D12 backend added later is additive rather than a re-specification (ADR-001). The GL backend elides barriers entirely, which is legal because GL's model is implicit.

Flags rather than a single state, because a resource can legitimately be several things at once — sampled by the fragment stage while also being a copy source — and a barrier has to name all of them or the driver serialises more than it needs to.

Fields and properties (13)

  • Undefined

    Nothing is using it. The state a resource is created in.

  • VertexInput

    Read as a vertex or index buffer.

  • IndirectArgument

    Read as indirect draw arguments.

  • UniformRead

    Read as a uniform buffer.

  • ShaderRead

    Sampled or read as a storage resource by a shader.

  • ShaderWrite

    Written by a shader as a storage resource.

  • ColourTarget

    A colour attachment being written.

  • DepthStencilWrite

    A depth or stencil attachment being written.

  • DepthStencilRead

    A depth attachment being tested but not written.

  • CopySource

    The source of a copy.

  • CopyDestination

    The destination of a copy.

  • Present

    Being presented.

  • HostAccess

    Mapped by the host.

Used by (100, showing 40)

  • ArenaFrameThirdPersonShooter
  • ArenaIlluminationThirdPersonShooter
  • PbrShowcaseGamePbrShowcase
  • TriangleGameHelloTriangle
  • UiHostHelloUi
  • VideoGameVideoPlayback
  • VirtualGeometryGameVirtualGeometry
  • AppGraphicsVixen.App.Hosting
  • AssetTextureSourceVixen.Engine.Renderer
  • AutoExposureRendererVixen.Rendering.PostFx
  • BindlessSamplingDeviceTestsVixen.Graphics.Golden.Tests
  • BufferBarrierVixen.Graphics
  • BufferReadbackRendererVixen.Rendering
  • BufferUploadRendererVixen.Rendering
  • ClusterCullingDeviceTestsVixen.Graphics.Golden.Tests
  • ClusteredShadingDeviceTestsVixen.Graphics.Golden.Tests
  • CompositorImageTestsVixen.Graphics.Golden.Tests
  • DistanceFieldAoImageTestsVixen.Graphics.Golden.Tests
  • EnvironmentTextureVixen.Rendering
  • FixtureVixen.Graphics.Golden.Tests
  • FoliageCullPassVixen.Rendering.Terrain
  • GeometryBufferVixen.Rendering
  • GlDeviceVixen.Graphics.OpenGL
  • GlReplayTestsVixen.Graphics.OpenGL.Tests
  • GlobalDistanceFieldTextureVixen.Rendering
  • GpuClusterRasterVixen.Rendering
  • GpuClusterSoftwareRasterVixen.Rendering
  • GpuClusterVisibilityVixen.Rendering
  • GpuDrawArgumentsVixen.Rendering
  • GpuVisibilityGroupVixen.Rendering
  • GpuVisibilityTilesVixen.Rendering
  • GraphResourceVixen.Graphics.RenderGraph
  • GrassDispatchVixen.Rendering.Terrain
  • HiZPyramidVixen.Rendering
  • ImportedBufferVixen.Rendering
  • ImportedTextureVixen.Rendering
  • ImpostorBakeVixen.Rendering
  • IndirectDiffuseImageTestsVixen.Graphics.Golden.Tests
  • IrradianceBounceDeviceTestsVixen.Graphics.Golden.Tests
  • IrradianceCubeCaptureVixen.Rendering