forked from Misaki/GhostEngine
Refactor core systems and improve resource management
- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`. - Refactored `Result` struct for better error handling and chaining. - Removed `Ptr<T>` struct as it was no longer necessary. - Enhanced `Win32Utility` with `Attach` and `Dispose` methods. - Improved `ProjectService` and `AppStateMachine` with `Result` integration. - Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation. - Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class. - Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`. - Updated `SDLCompiler` for better error handling during shader generation. - Enhanced logging, debugging, and code readability across the codebase. - Performed general code cleanup, including unused namespace removal and naming consistency.
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@@ -1,4 +1,5 @@
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using Ghost.Core.Graphics;
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using Ghost.Core;
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using Ghost.Graphics.Contracts;
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namespace Ghost.Graphics.RHI;
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@@ -21,5 +22,6 @@ public interface IPipelineLibrary
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/// <param name="filePath">File path. If null, load default library.</param>
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void InitializeLibrary(string? filePath);
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void SaveLibraryToDisk(string filePath);
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GraphicsPipelineKey CompilePassPSO(IPassDescriptor descriptor, ReadOnlySpan<TextureFormat> rtvs, TextureFormat dsv);
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Result<GraphicsPipelineKey> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled);
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Result<CBufferInfo, ResultStatus> GetCBufferInfo(ShaderPassKey passId);
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}
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