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Synchronisation simplification/overhaul based on vk-sync-rs #6
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Original file line number | Diff line number | Diff line change |
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@@ -1,139 +1,148 @@ | ||
bitflags::bitflags! { | ||
/// Flags for access types. | ||
pub struct AccessFlags: u32 { | ||
/// Read access to indirect command data | ||
/// read as part of an indirect build, | ||
/// trace, drawing or dispatch command. | ||
const INDIRECT_COMMAND_READ = 0x00000001; | ||
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/// Read access to an index buffer as part of an indexed drawing command | ||
const INDEX_READ = 0x00000002; | ||
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/// Read access to a vertex buffer as part of a drawing command | ||
const VERTEX_ATTRIBUTE_READ = 0x00000004; | ||
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/// Read access to a uniform buffer.. | ||
const UNIFORM_READ = 0x00000008; | ||
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/// Read access to an input attachment | ||
/// within a render pass during fragment shading. | ||
const INPUT_ATTACHMENT_READ = 0x00000010; | ||
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/// Read access to a storage buffer, physical storage buffer, | ||
/// shader binding table, uniform texel buffer, storage texel buffer, | ||
/// sampled image, or storage image. | ||
const SHADER_READ = 0x00000020; | ||
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/// Write access to a storage buffer, physical storage buffer, | ||
/// storage texel buffer, or storage image. | ||
const SHADER_WRITE = 0x00000040; | ||
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/// Read access to a color attachment, | ||
/// such as via blending, logic operations, | ||
/// or via certain subpass load operations.\ | ||
/// It does not include advanced blend operations. | ||
const COLOR_ATTACHMENT_READ = 0x00000080; | ||
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/// Write access to a color, resolve, | ||
/// or depth/stencil resolve attachment | ||
/// during a render pass | ||
/// or via certain subpass load and store operations. | ||
const COLOR_ATTACHMENT_WRITE = 0x00000100; | ||
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/// Read access to a depth/stencil attachment, | ||
/// via depth or stencil operations | ||
/// or via certain subpass load operations. | ||
const DEPTH_STENCIL_ATTACHMENT_READ = 0x00000200; | ||
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/// Write access to a depth/stencil attachment, | ||
/// via depth or stencil operations | ||
/// or via certain subpass load and store operations. | ||
const DEPTH_STENCIL_ATTACHMENT_WRITE = 0x00000400; | ||
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/// Read access to an image or buffer in a copy operation. | ||
const TRANSFER_READ = 0x00000800; | ||
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/// Write access to an image or buffer in a clear or copy operation. | ||
const TRANSFER_WRITE = 0x00001000; | ||
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/// Read access by a host operation. | ||
const HOST_READ = 0x00002000; | ||
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/// Write access by a host operation. | ||
const HOST_WRITE = 0x00004000; | ||
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/// All read accesses. | ||
const MEMORY_READ = 0x00008000; | ||
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/// All write accesses. | ||
const MEMORY_WRITE = 0x00010000; | ||
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// /// Write access to a transform feedback buffer made | ||
// /// when transform feedback is active. | ||
// const TRANSFORM_FEEDBACK_WRITE = 0x00020000; | ||
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// /// Read access to a transform feedback counter buffer | ||
// /// which is read when vkCmdBeginTransformFeedbackEXT executes. | ||
// const TRANSFORM_FEEDBACK_COUNTER_READ = 0x00040000; | ||
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// /// Write access to a transform feedback counter buffer | ||
// /// which is written when vkCmdEndTransformFeedbackEXT executes. | ||
// const TRANSFORM_FEEDBACK_COUNTER_WRITE = 0x00080000; | ||
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/// Read access to a predicate as part of conditional rendering. | ||
const CONDITIONAL_RENDERING_READ = 0x00100000; | ||
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/// Similar to [`COLOR_ATTACHMENT_READ`], | ||
/// but also includes advanced blend operations. | ||
const COLOR_ATTACHMENT_READ_NONCOHERENT = 0x00200000; | ||
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/// Read access to an acceleration structure | ||
/// as part of a trace, build, or copy command, | ||
/// or to an acceleration structure scratch buffer | ||
// as part of a build command. | ||
const ACCELERATION_STRUCTURE_READ = 0x00400000; | ||
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/// Write access to an acceleration structure | ||
/// or acceleration structure scratch buffer | ||
/// as part of a build or copy command. | ||
const ACCELERATION_STRUCTURE_WRITE = 0x00800000; | ||
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/// Read access to a fragment density map attachment | ||
/// during dynamic fragment density map operations. | ||
const FRAGMENT_DENSITY_MAP_READ = 0x01000000; | ||
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/// Read access to a fragment shading rate attachment | ||
/// or shading rate image during rasterization. | ||
const FRAGMENT_SHADING_RATE_ATTACHMENT_READ = 0x02000000; | ||
} | ||
// Modified from vk-sync-rs, originally Copyright 2019 Graham Wihlidal | ||
// licensed under MIT license. | ||
// | ||
// https://github.com/gwihlidal/vk-sync-rs/blob/master/LICENSE-MIT | ||
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/// Defines all potential resource usages | ||
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)] | ||
pub enum Access { | ||
/// No access. Useful primarily for initialization | ||
None, | ||
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/// Read as an indirect buffer for drawing or dispatch | ||
IndirectBuffer, | ||
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/// Read as an index buffer for drawing | ||
IndexBuffer, | ||
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/// Read as a vertex buffer for drawing | ||
VertexBuffer, | ||
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/// Read as a uniform buffer in a vertex shader | ||
VertexShaderReadUniformBuffer, | ||
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/// Read as a sampled image/uniform texel buffer in a vertex shader | ||
VertexShaderReadSampledImageOrUniformTexelBuffer, | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Why are those mixed? |
||
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/// Read as any other resource in a vertex shader | ||
VertexShaderReadOther, | ||
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/// Read as a uniform buffer in a fragment shader | ||
FragmentShaderReadUniformBuffer, | ||
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/// Read as a sampled image/uniform texel buffer in a fragment shader | ||
FragmentShaderReadSampledImageOrUniformTexelBuffer, | ||
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/// Read as an input attachment with a color format in a fragment shader | ||
FragmentShaderReadColorInputAttachment, | ||
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/// Read as an input attachment with a depth/stencil format in a fragment shader | ||
FragmentShaderReadDepthStencilInputAttachment, | ||
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/// Read as any other resource in a fragment shader | ||
FragmentShaderReadOther, | ||
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/// Read by blending/logic operations or subpass load operations | ||
ColorAttachmentRead, | ||
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/// Read by depth/stencil tests or subpass load operations | ||
DepthStencilAttachmentRead, | ||
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/// Read as a uniform buffer in a compute shader | ||
ComputeShaderReadUniformBuffer, | ||
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/// Read as a sampled image/uniform texel buffer in a compute shader | ||
ComputeShaderReadSampledImageOrUniformTexelBuffer, | ||
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/// Read as any other resource in a compute shader | ||
ComputeShaderReadOther, | ||
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/// Read as a uniform buffer in any shader | ||
AnyShaderReadUniformBuffer, | ||
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/// Read as a uniform buffer in any shader, or a vertex buffer | ||
AnyShaderReadUniformBufferOrVertexBuffer, | ||
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/// Read as a sampled image in any shader | ||
AnyShaderReadSampledImageOrUniformTexelBuffer, | ||
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/// Read as any other resource (excluding attachments) in any shader | ||
AnyShaderReadOther, | ||
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/// Read as the source of a transfer operation | ||
TransferRead, | ||
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/// Read on the host | ||
HostRead, | ||
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/// Read by the presentation engine (i.e. `vkQueuePresentKHR`) | ||
Present, | ||
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/// Written as any resource in a vertex shader | ||
VertexShaderWrite, | ||
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/// Written as any resource in a fragment shader | ||
FragmentShaderWrite, | ||
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/// Written as a color attachment during rendering, or via a subpass store op | ||
ColorAttachmentWrite, | ||
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/// Written as a depth/stencil attachment during rendering, or via a subpass store op | ||
DepthStencilAttachmentWrite, | ||
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/// Written as a depth aspect of a depth/stencil attachment during rendering, whilst the | ||
/// stencil aspect is read-only. Requires `VK_KHR_maintenance2` to be enabled. | ||
DepthAttachmentWriteStencilReadOnly, | ||
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/// Written as a stencil aspect of a depth/stencil attachment during rendering, whilst the | ||
/// depth aspect is read-only. Requires `VK_KHR_maintenance2` to be enabled. | ||
StencilAttachmentWriteDepthReadOnly, | ||
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/// Written as any resource in a compute shader | ||
ComputeShaderWrite, | ||
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/// Written as any resource in any shader | ||
AnyShaderWrite, | ||
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/// Written as the destination of a transfer operation | ||
TransferWrite, | ||
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/// Written on the host | ||
HostWrite, | ||
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/// Read or written as a color attachment during rendering | ||
ColorAttachmentReadWrite, | ||
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/// Covers any access - useful for debug, generally avoid for performance reasons | ||
General, | ||
} | ||
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impl AccessFlags { | ||
pub fn is_read(self) -> bool { | ||
self.intersects( | ||
Self::SHADER_READ | ||
| Self::COLOR_ATTACHMENT_READ | ||
| Self::DEPTH_STENCIL_ATTACHMENT_READ | ||
| Self::TRANSFER_READ | ||
| Self::HOST_READ | ||
| Self::MEMORY_READ | ||
// | Self::TRANSFORM_FEEDBACK_READ | ||
// | Self::TRANSFORM_FEEDBACK_COUNTER_READ | ||
| Self::ACCELERATION_STRUCTURE_READ, | ||
) | ||
impl Default for Access { | ||
fn default() -> Self { | ||
Access::None | ||
} | ||
} | ||
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impl Access { | ||
pub fn is_write(self) -> bool { | ||
self.intersects( | ||
Self::SHADER_WRITE | ||
| Self::COLOR_ATTACHMENT_WRITE | ||
| Self::DEPTH_STENCIL_ATTACHMENT_WRITE | ||
| Self::TRANSFER_WRITE | ||
| Self::HOST_WRITE | ||
| Self::MEMORY_WRITE | ||
// | Self::TRANSFORM_FEEDBACK_WRITE | ||
// | Self::TRANSFORM_FEEDBACK_COUNTER_WRITE | ||
| Self::ACCELERATION_STRUCTURE_WRITE, | ||
) | ||
match self { | ||
Access::VertexShaderWrite => true, | ||
Access::FragmentShaderWrite => true, | ||
Access::ColorAttachmentWrite => true, | ||
Access::DepthStencilAttachmentWrite => true, | ||
Access::DepthAttachmentWriteStencilReadOnly => true, | ||
Access::StencilAttachmentWriteDepthReadOnly => true, | ||
Access::ComputeShaderWrite => true, | ||
Access::AnyShaderWrite => true, | ||
Access::TransferWrite => true, | ||
Access::HostWrite => true, | ||
Access::ColorAttachmentReadWrite => true, | ||
Access::General => true, | ||
_ => false, | ||
} | ||
} | ||
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pub fn is_read_only(self) -> bool { | ||
!self.is_write() | ||
} | ||
} |
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Does this enumeration contain all valid combinations of access type and stage?
If not, could it become a problem?