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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@@ -1,5 +1,16 @@
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namespace Ghost.Graphics.RHI;
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[Flags]
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public enum FeatureSupport
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{
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None = 0,
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RayTracing = 1 << 0,
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VariableRateShading = 1 << 1,
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MeshShaders = 1 << 2,
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SamplerFeedback = 1 << 3,
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BindlessResources = 1 << 4,
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}
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/// <summary>
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/// D3D12-native render device interface for creating graphics resources
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/// </summary>
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@@ -28,4 +39,6 @@ public interface IRenderDevice : IDisposable
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{
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get;
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}
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public FeatureSupport GetFeatureSupport();
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}
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