UniformAccess

When binding writable resources to shaders using Shader:sendBlock and Shader:sendImage, an access pattern can be specified as a hint that says whether you plan to read or write to the resource (or both). Sometimes, LÖVR or the GPU driver can use this hint to get better performance or avoid stalling.

ValueDescription
readThe Shader will use the resource in a read-only fashion.
writeThe Shader will use the resource in a write-only fashion.
readwriteThe resource will be available for reading and writing.

See also