forked from Misaki/GhostEngine
Refactor and enhance rendering pipeline
- Added new C# formatting rules in .editorconfig. - Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs. - Updated `Result` and `Result<T>` for implicit conversions. - Added AOT compatibility to project files. - Introduced a `Camera` class and refactored namespaces. - Enhanced rendering with bindless support and pipeline state management. - Refactored `D3D12CommandBuffer` for new rendering features. - Improved `D3D12PipelineLibrary` with disk caching methods. - Added support for UAVs and raw buffers in `D3D12ResourceAllocator`. - Improved shader compilation and reflection in `D3D12ShaderCompiler`. - Refactored descriptor heap and swap chain initialization. - Added enums and structs for rendering configurations. - Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces. - Updated `MeshRenderPass` to align with the new pipeline. - Consolidated namespaces and improved code maintainability.
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@@ -15,8 +15,11 @@ public interface IShaderPipeline
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public interface IPipelineLibrary
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{
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void CompilePass(IPassDescriptor descriptor);
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void CompileShader(ShaderDescriptor descriptor);
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void PreCookPipelineState();
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/// <summary>
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/// Load pipeline library from disk.
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/// </summary>
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/// <param name="filePath">File path. If null, load default library.</param>
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void LoadLibraryFromDisk(string? filePath);
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void SaveLibraryToDisk(string filePath);
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}
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GraphicsPipelineKey CompilePassPSO(IPassDescriptor descriptor, ReadOnlySpan<TextureFormat> rtvs, TextureFormat dsv);
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}
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