forked from Misaki/GhostEngine
feat: Implement D3D12 resource factory and improve swap chain management
- Added D3D12ResourceFactory for creating render targets, textures, and buffers. - Enhanced D3D12SwapChain to manage back buffer render targets and provide access to them. - Updated D3D12Texture to utilize resource handles for better resource management. - Removed legacy ResourceAllocator and integrated improvements for resource handling. - Introduced new interfaces for resource factory and swap chain to streamline resource creation. - Added support for mip levels and texture dimensions in render target and texture descriptions. - Created new markdown files to document allocator and swap chain improvements.
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@@ -8,17 +8,34 @@ public interface IRenderDevice : IDisposable
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/// <summary>
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/// Graphics command queue for rendering operations
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/// </summary>
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ICommandQueue GraphicsQueue { get; }
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ICommandQueue GraphicsQueue
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{
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get;
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}
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/// <summary>
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/// Compute command queue for compute shader operations
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/// </summary>
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ICommandQueue ComputeQueue { get; }
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ICommandQueue ComputeQueue
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{
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get;
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}
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/// <summary>
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/// Copy command queue for data transfer operations
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/// </summary>
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ICommandQueue CopyQueue { get; }
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ICommandQueue CopyQueue
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{
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get;
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}
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/// <summary>
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/// Gets the descriptor allocator for managing descriptors
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/// </summary>
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IDescriptorAllocator DescriptorAllocator
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{
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get;
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}
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/// <summary>
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/// Creates a command buffer for recording rendering commands
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@@ -33,32 +50,6 @@ public interface IRenderDevice : IDisposable
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/// <param name="desc">Swap chain description</param>
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/// <returns>A new swap chain instance</returns>
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ISwapChain CreateSwapChain(SwapChainDesc desc);
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/// <summary>
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/// Creates a render target for off-screen rendering
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/// </summary>
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/// <param name="desc">Render target description</param>
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/// <returns>A new render target instance</returns>
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IRenderTarget CreateRenderTarget(RenderTargetDesc desc);
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/// <summary>
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/// Creates a texture resource
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/// </summary>
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/// <param name="desc">Texture description</param>
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/// <returns>A new texture instance</returns>
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ITexture CreateTexture(TextureDesc desc);
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/// <summary>
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/// Creates a buffer resource
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/// </summary>
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/// <param name="desc">Buffer description</param>
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/// <returns>A new buffer instance</returns>
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IBuffer CreateBuffer(BufferDesc desc);
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/// <summary>
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/// Gets the descriptor allocator for managing descriptors
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/// </summary>
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IDescriptorAllocator DescriptorAllocator { get; }
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}
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/// <summary>
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