forked from Misaki/GhostEngine
Add new interfaces and refactor rendering logic
Added a new `ConstPtr<T>` struct for type-safe pointers. Added a new `ICommandBuffer` interface for resource copying. Added a new `IRenderPass` interface to define render passes. Added a new `IResource` interface for GPU resources. Added a new `IResourceAllocator` interface for resource management. Added a new `ISwapChainPanelNative` struct for native interactions. Added a new `D3D12Utility` class for Direct3D 12 utilities. Added a new package reference for `Vortice.Win32.Graphics.D3D12MemoryAllocator`. Changed project file to allow unsafe code blocks. Changed `Result` struct methods to improve clarity. Changed error handling in `ProjectService` and `AssetDatabase` to use `Result.Failure()`. Changed `launchSettings.json` to enable native debugging. Changed rendering logic in `ScenePage.xaml.cs` to use `IRenderer`. Changed `IGraphicsDevice` interface to include renderer properties. Changed `IRenderView` to `IRenderer` and updated its methods. Changed `Mesh` class to use the new `IResource` interface for buffers. Changed `GraphicsAPI` enum to include a `None` value. Changed various aspects of the `GraphicsPipeline` class for new architecture. Removed the old `DX12RenderView` class and replaced it with `DX12Renderer`. Removed unnecessary code in the `ResourceView` class.
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38
Ghost.Graphics/Contracts/IRenderer.cs
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38
Ghost.Graphics/Contracts/IRenderer.cs
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namespace Ghost.Graphics.Contracts;
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/// <summary>
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/// Defines the contract for a render view in the graphics pipeline.
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/// </summary>
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internal interface IRenderer : IDisposable
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{
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public ReadOnlySpan<IRenderPass> RenderPasses
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{
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get;
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}
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/// <summary>
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/// Requests a resize of the render view.
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/// </summary>
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/// <param name="width">The new width of the render view.</param>
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/// <param name="height">The new height of the render view.</param>
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/// <remarks>This only submits a resize request without executing it. May overwrite last request if next request issued before next frame.</remarks>
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public void RequestResize(uint width, uint height);
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/// <summary>
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/// Executes any pending resize operations for the current context.
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/// </summary>
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public void ExecutePendingResize();
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/// <summary>
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/// Renders the current content to the output target.
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/// </summary>
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public void Render();
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/// <summary>
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/// Waits for the next frame to be ready for rendering.
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/// </summary>
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public void WaitNextFrame();
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/// <summary>
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/// Waits for the render view to become idle, ensuring all previous commands have been executed and resources are ready for the next frame.
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/// </summary>
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public void WaitIdle();
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}
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