blob: 60a2c65c7c49490e8b37593cba3770390db2561c [file] [log] [blame]
/*
* Copyright 2021 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef skgpu_ResourceTypes_DEFINED
#define skgpu_ResourceTypes_DEFINED
#include "experimental/graphite/include/GraphiteTypes.h"
#include "experimental/graphite/src/EnumBitMask.h"
namespace skgpu {
/**
* Is the Texture renderable or not
*/
enum class Renderable : bool {
kNo = false,
kYes = true,
};
enum class DepthStencilFlags : int {
kNone = 0b000,
kDepth = 0b001,
kStencil = 0b010,
kDepthStencil = kDepth | kStencil,
};
SKGPU_MAKE_MASK_OPS(DepthStencilFlags);
/**
* What a GPU buffer will be used for
*/
enum class BufferType {
kVertex,
kIndex,
kXferCpuToGpu,
kXferGpuToCpu,
kUniform,
};
static const int kBufferTypeCount = static_cast<int>(BufferType::kUniform) + 1;
/**
* When creating the memory for a resource should we use a memory type that prioritizes the
* effeciency of GPU reads even if it involves extra work to write CPU data to it. For example, we
* would want this for buffers that we cache to read the same data many times on the GPU.
*/
enum class PrioritizeGpuReads : bool {
kNo = false,
kYes = true,
};
enum class Ownership {
kOwned,
kWrapped,
};
}; // namespace skgpu
#endif // skgpu_ResourceTypes_DEFINED