forked from Misaki/GhostEngine
Refactor graphics engine dependencies and structure
Removed references to `Misaki.HighPerformance.Unsafe` and replaced them with `Misaki.HighPerformance.LowLevel` in multiple files. Removed calls to `AllocationManager.Initialize()` and `AllocationManager.Dispose()` in `EngineCore.cs`. Added new methods to the `ICommandBuffer` interface for enhanced rendering capabilities. Updated the `D3D12CommandBuffer` class to implement new graphics command handling methods. Added the `Material` class to manage shader properties and caching for improved performance. Encapsulated shader compilation and reflection processes within the `Shader` class for better organization. Added the `CBufferCache` struct to optimize GPU resource management for constant buffer data. Updated the `MeshRenderPass` class to utilize the new `Material` class for dynamic mesh rendering. Updated various project files to reflect the restructuring of dependencies. Modified XAML files and code-behind for improved readability and maintainability.
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@@ -5,7 +5,10 @@ namespace Ghost.Graphics.Contracts;
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public interface ICommandBuffer
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{
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public void DrawMesh(Mesh mesh);
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public void CopyResource(IResource dstResource, uint dstOffset, IResource srcResource, uint srcOffset, uint size);
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// TODO: They should be internal, maybe an interface ICommandBufferInternal?
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public void BarrierTransition(IResource resource, ResourceStates beforeState, ResourceStates afterState);
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public void SetGraphicsRootConstantBufferView(uint slot, ulong gpuAddress);
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public void DrawMesh(Mesh mesh, Material material);
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public void CopyResource(IResource dstResource, uint dstOffset, IResource srcResource, uint srcOffset, uint size);
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}
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@@ -1,6 +1,8 @@
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namespace Ghost.Graphics.Contracts;
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using Misaki.HighPerformance.LowLevel.Collections;
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public interface IResource : IDisposable
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namespace Ghost.Graphics.Contracts;
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public unsafe interface IResource : IDisposable
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{
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public ulong GPUAddress
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{
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@@ -20,4 +22,17 @@ public interface IResource : IDisposable
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public void SetData<T>(Span<T> data)
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where T : unmanaged;
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public void SetData<T>(T* data, uint length)
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where T : unmanaged;
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public void SetData(void* data, uint size);
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public UnsafeArray<T> ReadData<T>(Allocator allocator)
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where T : unmanaged;
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public void ReadData<T>(T* ppData, uint* size)
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where T : unmanaged;
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public void ReadData(void* ppData, uint* size);
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}
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