forked from Misaki/GhostEngine
Updated D3D12Renderer for testing.
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@@ -25,17 +25,23 @@ public interface IResourceDatabase
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where T : unmanaged;
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*/
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/// <summary>
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/// Checks if a resource with the specified handle exists in the database.
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/// </summary>
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/// <param name="handle">The handle of the resource to check for existence.</param>
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bool HasResource(Handle<GPUResource> handle);
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/// <summary>
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/// Retrieves the current state of the specified resource.
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/// </summary>
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/// <param name="handle">The handle that uniquely identifies the resource whose state is to be retrieved. Must not be null.</param>
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/// <param name="handle">The handle that uniquely identifies the resource whose state is to be retrieved.</param>
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/// <returns>A ResourceState value representing the current state of the resource associated with the specified handle.</returns>
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ResourceState GetResourceState(Handle<GPUResource> handle);
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/// <summary>
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/// Sets the state of the specified resource handle to the given value.
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/// </summary>
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/// <param name="handle">The handle that identifies the resource whose state will be updated. Cannot be null.</param>
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/// <param name="handle">The handle that identifies the resource whose state will be updated.</param>
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/// <param name="state">The new state to assign to the resource represented by <paramref name="handle"/>.</param>
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void SetResourceState(Handle<GPUResource> handle, ResourceState state);
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@@ -163,4 +169,4 @@ public interface IResourceDatabase
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/// <param name="passKey">The unique identifier of the shader pass to retrieve.</param>
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/// <returns>The <see cref="ShaderPass"/> corresponding to the specified identifier, or null if no matching shader pass is found.</returns>
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ShaderPass GetShaderPass(ShaderPassKey passKey);
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}
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}
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