struct ResourceState

in global :: Sandbox . Rendering

Used to describe a GPU resources state for barrier transitions.

Remarks: These match DX12's D3D12_RESOURCE_STATES as it's a nice high level description of resource states, which can be translated to lower level graphics APIs.


public static ResourceState AllShaderResource

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public static ResourceState ResolveSource

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public static ResourceState ResolveDestination

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public static ResourceState CopySource

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public static ResourceState CopyDestination

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public static ResourceState Predication

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public static ResourceState IndirectArgument

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public static ResourceState StreamOut

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public static ResourceState PixelShaderResource

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public static ResourceState NonPixelShaderResource

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public static ResourceState DepthRead

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public static ResourceState DepthWrite

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public static ResourceState UnorderedAccess

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public static ResourceState RenderTarget

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public static ResourceState IndexBuffer

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public static ResourceState VertexAndConstantBuffer

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public static ResourceState Present

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public static ResourceState Common

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public int value__

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public Type GetType( )

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public TypeCode GetTypeCode( )

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public string ToString( string format, IFormatProvider provider )

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public string ToString( IFormatProvider provider )

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public string ToString( string format )

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public string ToString( )

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public int CompareTo( object target )

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public int GetHashCode( )

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public bool Equals( object obj )

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public static ResourceState GenericRead

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public bool HasFlag( Enum flag )

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