srcAccessMask
srcAccessMask is a bitmask used in certain programming contexts, particularly within graphics APIs like Vulkan. It specifies the types of access operations that a shader or other processing stage might perform on a resource. Resources can include images, buffers, or other memory objects. By defining the srcAccessMask, developers inform the graphics driver about the intended usage of the resource. This allows the driver to perform optimizations and ensure correct synchronization between different operations. Common access types include reading from a resource (e.g., shader read) or writing to a resource (e.g., shader write, color attachment write). The mask is typically used in conjunction with other synchronization primitives, such as pipeline barriers or semaphores, to establish dependencies and prevent data races. The specific values and meanings of bits within the srcAccessMask are defined by the graphics API specification. Understanding and correctly setting the srcAccessMask is crucial for efficient and stable graphics applications.