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WisTextureState Struct Reference

Detailed Description

Specification


C version:

// Provided by Wisdom 0.7.0.
typedef enum WisTextureState {
WisTextureStateUndefined = -1,
WisTextureStateCommon = 0,
WisTextureStateRead = 1,
WisTextureStateRenderTarget = 2,
WisTextureStateUnorderedAccess = 3,
WisTextureStateDepthStencilWrite = 4,
WisTextureStateDepthStencilRead = 5,
WisTextureStateDepthWriteStencilRead = 6,
WisTextureStateStencilWriteDepthRead = 7,
WisTextureStateShaderResource = 8,
WisTextureStateCopySrc = 9,
WisTextureStateCopyDst = 10,
WisTextureStatePresent = 11,
WisTextureStateShadingRate = 12,
WisTextureStateVideoDecodeRead = 13,
WisTextureStateVideoDecodeWrite = 14,
WisTextureStateResolveDepthStensilDst = 15,
WisTextureStateResolveRenderTargetDst = 16,
WisTextureStateVideoDecodeDPB = 17,

C++ version:

namespace wis{
// Provided by Wisdom 0.7.0.
enum class TextureState {
Undefined = -1,
Common = 0,
Read = 1,
RenderTarget = 2,
UnorderedAccess = 3,
DepthStencilWrite = 4,
DepthStencilRead = 5,
DepthWriteStencilRead = 6,
StencilWriteDepthRead = 7,
ShaderResource = 8,
CopySrc = 9,
CopyDst = 10,
Present = 11,
ShadingRate = 12,
VideoDecodeRead = 13,
VideoDecodeWrite = 14,
ResolveDepthStensilDst = 15,
ResolveRenderTargetDst = 16,
VideoDecodeDPB = 17,
};
}

Description


Texture state for resource transitions.

Note
Translates to D3D12_BARRIER_LAYOUT for DirectX 12 implementation, and VkImageLayout for Vulkan implementation.

Values:

  • WisTextureStateUndefined = -1: Undefined state.
  • WisTextureStateCommon = 0: Common state.
  • WisTextureStateRead = 1: General Read state.
  • WisTextureStateRenderTarget = 2: Render Target state.
  • WisTextureStateUnorderedAccess = 3: Unordered Access state.
  • WisTextureStateDepthStencilWrite = 4: Depth Stencil Write state.
  • WisTextureStateDepthStencilRead = 5: Depth Stencil Read state.
  • WisTextureStateDepthWriteStencilRead = 6: Depth Write Stencil Read state.
  • WisTextureStateStencilWriteDepthRead = 7: Stencil Write Depth Read state.
  • WisTextureStateShaderResource = 8: Shader Resource state.
  • WisTextureStateCopySrc = 9: Copy Source state.
  • WisTextureStateCopyDst = 10: Copy Destination state.
  • WisTextureStatePresent = 11: Present swapchain state.
  • WisTextureStateShadingRate = 12: Shading Rate state. Used for Variable Shading Rate.
  • WisTextureStateVideoDecodeRead = 13: Video Decode Read state.
  • WisTextureStateVideoDecodeWrite = 14: Video Decode Write state.
  • WisTextureStateResolveDepthStensilDst = 15: Depth Stencil Resolve Destination state.
  • WisTextureStateResolveRenderTargetDst = 16: Render Target Resolve Destination state.
  • WisTextureStateVideoDecodeDPB = 17: Video Decode DPB (Decoded Picture Buffer) state. Used for reference frame storage during video decoding. Vulkan only, maps to the same video decode read on other APIs.

See Also


See also
Structs: WisTextureBarrier