using Ghost.Core; using Ghost.Graphics.Data; namespace Ghost.Graphics.RHI; public interface IResourceDatabase { /// /// Imports an external unmanaged resource and returns a handle for use within the resource management system. /// /// The type of the unmanaged resource pointer to import. /// A pointer to the external unmanaged resource to be imported. Must remain valid for the duration of the resource's usage. /// The initial state to assign to the imported resource. /// A handle representing the imported resource, which can be used for subsequent operations. public unsafe Handle ImportExternalResource(T resourcePtr, ResourceState initialState) where T : unmanaged; /// /// Retrieves the current state of the specified resource. /// /// The handle that uniquely identifies the resource whose state is to be retrieved. Must not be null. /// A ResourceState value representing the current state of the resource associated with the specified handle. public ResourceState GetResourceState(Handle handle); /// /// Sets the state of the specified resource handle to the given value. /// /// The handle that identifies the resource whose state will be updated. Cannot be null. /// The new state to assign to the resource represented by . public void SetResourceState(Handle handle, ResourceState state); /// /// Retrieves the description of a GPU resource associated with the specified handle. /// /// A handle that identifies the GPU resource for which to obtain the description. Must reference a valid resource. /// A ResourceDesc structure containing details about the specified GPU resource. public ResourceDesc GetResourceDescription(Handle handle); /// /// Retrieves the bindless index associated with the specified GPU resource handle. /// /// A handle to the GPU resource for which to obtain the bindless index. Must reference a valid, currently registered resource. /// The bindless index corresponding to the specified GPU resource handle. -1 if the resource does not support bindless access or is not found. public int GetBindlessIndex(Handle handle); /// /// Removes a resource from the database using its handle. /// /// The handle of the resource to be removed. public void ReleaseResource(Handle handle); /// /// Adds a mesh to the resource database and returns its handle. /// /// The mesh data to be added to the database. /// The representing the newly added mesh."/> public Handle AddMesh(ref readonly Mesh mesh); /// /// Determines whether a mesh with the specified Handle exists. /// /// The handle of the mesh to check for existence. Cannot be null. /// true if a mesh with the specified Handle exists; otherwise, false. public bool HasMesh(Handle handle); /// /// Returns a reference to the mesh associated with the specified handle. /// /// The handle of the mesh to retrieve. Must refer to a valid mesh; otherwise, the behavior is undefined. /// A reference to the mesh corresponding to the specified handle. public ref Mesh GetMeshReference(Handle handle); /// /// Releases the mesh resource associated with the specified handle, freeing any resources held by it. Includes both CPU and GPU resources. /// /// The handle of the mesh to release. Must refer to a mesh that was previously created and not already released. public void ReleaseMesh(Handle handle); /// /// Adds a new material to the collection and returns its unique handle. /// /// The material to add. The material must be fully initialized before calling this method. /// The representing the newly added material. public Handle AddMaterial(ref readonly Material material); /// /// Determines whether a material with the specified handle exists in the collection. /// /// The handle of the material to check for existence. /// true if a material with the specified handle exists; otherwise, false. public bool HasMaterial(Handle handle); /// /// Gets a reference to the material associated with the specified handle. /// /// The handle of the material to retrieve. Must refer to a valid material. /// A reference to the material corresponding to the specified handle. public ref Material GetMaterialReference(Handle handle); /// /// Releases the material associated with the specified handle, making it available for reuse or disposal. /// /// The handle of the material to release. Must refer to a material that has been previously acquired. public void ReleaseMaterial(Handle handle); /// /// Adds the specified shader to the collection and returns its unique identifier. /// /// The shader to add. The shader is passed by read-only reference and will not be modified. /// The representing the newly added shader. public Identifier AddShader(ref readonly Shader shader); /// /// Determines whether a shader with the specified identifier exists in the collection. /// /// The identifier of the shader to check for existence. /// true if a shader with the specified identifier exists; otherwise, false. public bool HasShader(Identifier id); /// /// Returns a reference to the shader associated with the specified identifier. /// /// The identifier of the shader to retrieve. Must refer to a valid shader. /// A reference to the shader corresponding to the specified identifier. public ref Shader GetShaderReference(Identifier id); /// /// Releases the shader associated with the specified identifier, freeing any resources allocated to it. /// /// The identifier of the shader to release. Must refer to a valid, previously created shader. public void ReleaseShader(Identifier id); }