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/* Copyright (C) 2024 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_BARRIER
#define INCLUDED_RENDERER_BACKEND_BARRIER
#include <cstdint>
namespace Renderer
{
namespace Backend
{
// PipelineStageFlags and AccessFlags are mostly taken from the Vulkan
// specification.
namespace PipelineStage
{
static constexpr uint32_t DRAW_INDIRECT{
1u << 0u};
static constexpr uint32_t VERTEX_INPUT{
1u << 1u};
static constexpr uint32_t VERTEX_SHADER{
1u << 2u};
static constexpr uint32_t FRAGMENT_SHADER{
1u << 3u};
static constexpr uint32_t EARLY_FRAGMENT_TESTS{
1u << 4u};
static constexpr uint32_t LATE_FRAGMENT_TESTS{
1u << 5u};
static constexpr uint32_t COLOR_ATTACHMENT_OUTPUT{
1u << 6u};
static constexpr uint32_t COMPUTE_SHADER{
1u << 7u};
static constexpr uint32_t TRANSFER{
1u << 8u};
static constexpr uint32_t HOST{
1u << 9u};
static constexpr uint32_t ACCELERATION_STRUCTURE_BUILD{
1u << 10u};
static constexpr uint32_t RAY_TRACING_SHADER{
1u << 11u};
static constexpr uint32_t TASK_SHADER{
1u << 12u};
static constexpr uint32_t MESH_SHADER{
1u << 13u};
} // namespace PipelineStage
namespace Access
{
static constexpr uint32_t INDIRECT_COMMAND_READ{
1u << 0u};
static constexpr uint32_t INDEX_READ{
1u << 1u};
static constexpr uint32_t VERTEX_ATTRIBUTE_READ{
1u << 2u};
static constexpr uint32_t UNIFORM_READ{
1u << 3u};
static constexpr uint32_t INPUT_ATTACHMENT_READ{
1u << 4u};
static constexpr uint32_t SHADER_READ{
1u << 5u};
static constexpr uint32_t SHADER_WRITE{
1u << 6u};
static constexpr uint32_t COLOR_ATTACHMENT_READ{
1u << 7u};
static constexpr uint32_t COLOR_ATTACHMENT_WRITE{
1u << 8u};
static constexpr uint32_t DEPTH_STENCIL_ATTACHMENT_READ{
1u << 9u};
static constexpr uint32_t DEPTH_STENCIL_ATTACHMENT_WRITE{
1u << 10u};
static constexpr uint32_t TRANSFER_READ{
1u << 11u};
static constexpr uint32_t TRANSFER_WRITE{
1u << 12u};
static constexpr uint32_t HOST_READ{
1u << 13u};
static constexpr uint32_t HOST_WRITE{
1u << 14u};
static constexpr uint32_t MEMORY_READ{
1u << 15u};
static constexpr uint32_t MEMORY_WRITE{
1u << 16u};
static constexpr uint32_t ACCELERATION_STRUCTURE_READ{
1u << 17u};
static constexpr uint32_t ACCELERATION_STRUCTURE_WRITE{
1u << 18u};
} // namespace Access
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_BARRIER
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