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WisTextureUsageFlags Struct Reference

Detailed Description

Specification


C version:

// Provided by Wisdom 0.7.0.
typedef enum WisTextureUsageFlags {
WisTextureUsageFlagsNone = 0,
WisTextureUsageFlagsRenderTarget = (1u << 0),
WisTextureUsageFlagsDepthStencil = (1u << 1),
WisTextureUsageFlagsCopySrc = (1u << 2),
WisTextureUsageFlagsCopyDst = (1u << 3),
WisTextureUsageFlagsShaderResource = (1u << 4),
WisTextureUsageFlagsUnorderedAccess = (1u << 5),
WisTextureUsageFlagsHostCopy = (1u << 7),

C++ version:

namespace wis{
// Provided by Wisdom 0.7.0.
enum class TextureUsageFlags : uint32_t {
None = 0,
RenderTarget = (1u << 0),
DepthStencil = (1u << 1),
CopySrc = (1u << 2),
CopyDst = (1u << 3),
ShaderResource = (1u << 4),
UnorderedAccess = (1u << 5),
HostCopy = (1u << 7),
};
}

Description


Texture usage flags. Determine how the texture can be used throughout its lifetime.

Note
Translates to DirectX 12 as D3D12_RESOURCE_FLAGS, Vulkan as VkImageUsageFlags.

Values:

  • WisTextureUsageFlagsNone = 0: No flags set. Texture is not used.
  • WisTextureUsageFlagsRenderTarget = (1 << 0): Texture is used as a render target.
  • WisTextureUsageFlagsDepthStencil = (1 << 1): Texture is used as a depth stencil buffer.
  • WisTextureUsageFlagsCopySrc = (1 << 2): Texture is used as a source for copy operations.
  • WisTextureUsageFlagsCopyDst = (1 << 3): Texture is used as a destination for copy operations.
  • WisTextureUsageFlagsShaderResource = (1 << 4): Texture is used as a shader resource.
  • WisTextureUsageFlagsUnorderedAccess = (1 << 5): Texture is used as an unordered access resource.
  • WisTextureUsageFlagsHostCopy = (1 << 7): Texture is used for host copy operations. Works with GPUUpload heap.

See Also


See also
Structs: WisTextureDesc, WisSurfaceParameters, WisSwapchainDesc