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https://gitea.wildfiregames.com/0ad/0ad
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Make include-what-you-use happy with some files in source/renderer and fix what needs to be fixed. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
110 lines
2.9 KiB
C++
110 lines
2.9 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_BARRIER
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#define INCLUDED_RENDERER_BACKEND_BARRIER
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#include <cstdint>
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namespace Renderer
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{
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namespace Backend
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{
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// PipelineStageFlags and AccessFlags are mostly taken from the Vulkan
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// specification.
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namespace PipelineStage
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{
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static constexpr uint32_t DRAW_INDIRECT{
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1u << 0u};
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static constexpr uint32_t VERTEX_INPUT{
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1u << 1u};
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static constexpr uint32_t VERTEX_SHADER{
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1u << 2u};
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static constexpr uint32_t FRAGMENT_SHADER{
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1u << 3u};
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static constexpr uint32_t EARLY_FRAGMENT_TESTS{
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1u << 4u};
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static constexpr uint32_t LATE_FRAGMENT_TESTS{
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1u << 5u};
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static constexpr uint32_t COLOR_ATTACHMENT_OUTPUT{
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1u << 6u};
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static constexpr uint32_t COMPUTE_SHADER{
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1u << 7u};
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static constexpr uint32_t TRANSFER{
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1u << 8u};
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static constexpr uint32_t HOST{
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1u << 9u};
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static constexpr uint32_t ACCELERATION_STRUCTURE_BUILD{
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1u << 10u};
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static constexpr uint32_t RAY_TRACING_SHADER{
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1u << 11u};
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static constexpr uint32_t TASK_SHADER{
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1u << 12u};
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static constexpr uint32_t MESH_SHADER{
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1u << 13u};
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} // namespace PipelineStage
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namespace Access
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{
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static constexpr uint32_t INDIRECT_COMMAND_READ{
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1u << 0u};
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static constexpr uint32_t INDEX_READ{
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1u << 1u};
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static constexpr uint32_t VERTEX_ATTRIBUTE_READ{
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1u << 2u};
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static constexpr uint32_t UNIFORM_READ{
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1u << 3u};
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static constexpr uint32_t INPUT_ATTACHMENT_READ{
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1u << 4u};
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static constexpr uint32_t SHADER_READ{
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1u << 5u};
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static constexpr uint32_t SHADER_WRITE{
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1u << 6u};
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static constexpr uint32_t COLOR_ATTACHMENT_READ{
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1u << 7u};
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static constexpr uint32_t COLOR_ATTACHMENT_WRITE{
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1u << 8u};
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static constexpr uint32_t DEPTH_STENCIL_ATTACHMENT_READ{
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1u << 9u};
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static constexpr uint32_t DEPTH_STENCIL_ATTACHMENT_WRITE{
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1u << 10u};
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static constexpr uint32_t TRANSFER_READ{
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1u << 11u};
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static constexpr uint32_t TRANSFER_WRITE{
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1u << 12u};
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static constexpr uint32_t HOST_READ{
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1u << 13u};
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static constexpr uint32_t HOST_WRITE{
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1u << 14u};
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static constexpr uint32_t MEMORY_READ{
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1u << 15u};
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static constexpr uint32_t MEMORY_WRITE{
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1u << 16u};
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static constexpr uint32_t ACCELERATION_STRUCTURE_READ{
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1u << 17u};
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static constexpr uint32_t ACCELERATION_STRUCTURE_WRITE{
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1u << 18u};
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} // namespace Access
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_BARRIER
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