Updated D3D12Renderer for testing.

This commit is contained in:
2025-11-11 16:10:17 +09:00
parent 56f73e774b
commit fb003da26a
7 changed files with 107 additions and 87 deletions

View File

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