/* 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 . */ #ifndef INCLUDED_RENDERER_BACKEND_BARRIER #define INCLUDED_RENDERER_BACKEND_BARRIER 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