using Ghost.Graphics.D3D12;
using Ghost.Graphics.Data;
using Misaki.HighPerformance.LowLevel.Utilities;
using System.Drawing;
namespace Ghost.Graphics.RHI;
///
/// D3D12-style command buffer interface for recording rendering commands
///
public interface ICommandBuffer : IDisposable
{
public CommandBufferType Type
{
get;
}
///
/// Begins recording commands into this command buffer
///
public void Begin();
///
/// Ends recording commands and prepares for submission
///
public void End();
///
/// Begins a render pass with the specified render target
///
/// Render target to render into
/// Color to clear the render target with
public void BeginRenderPass(IRenderTarget renderTarget, Color128 clearColor);
///
/// Ends the current render pass
///
public void EndRenderPass();
///
/// Sets the viewport for rendering
///
/// Viewport to set
public void SetViewport(ViewportDesc viewport);
///
/// Sets the scissor rectangle
///
/// Scissor rectangle to set
public void SetScissorRect(RectDesc rect);
///
/// Inserts a resource barrier for state transitions
///
/// Resource to transition
/// Current resource state
/// Target resource state
public void ResourceBarrier(IResource resource, ResourceState before, ResourceState after);
///
/// Sets the graphics root signature
///
/// Root signature to set
public void SetGraphicsRootSignature(IRootSignature rootSignature);
///
/// Sets the pipeline state object
///
/// Pipeline state to set
public void SetPipelineState(IPipelineStateController pipelineState);
///
/// Renders the specified mesh using the provided material.
///
/// The mesh to be drawn. Must not be null.
/// The material to use for rendering the mesh. Must not be null.
public void DrawMesh(MeshClass mesh, MaterialClass material);
///
/// Dispatches compute threads
///
/// Thread groups in X dimension
/// Thread groups in Y dimension
/// Thread groups in Z dimension
public void Dispatch(uint threadGroupCountX, uint threadGroupCountY = 1, uint threadGroupCountZ = 1);
///
/// Uploads the specified data to the buffer represented by the given handle.
///
/// The unmanaged value type of the elements to upload to the buffer.
/// A handle to the buffer that will receive the uploaded data.
/// A read-only span containing the data to upload to the buffer. The span must contain elements of type
/// .
public void Upload(BufferHandle buffer, ReadOnlySpan data)
where T : unmanaged;
///
/// Uploads texture data to the specified texture resource starting at the given subresource index.
///
/// The texture resource to which the subresource data will be uploaded. Must be a valid, initialized texture handle.
/// The index of the first subresource in the texture to receive data. Must be less than the total number of subresources in the texture.
/// A reference to the structure containing the subresource data to upload. The data must match the format and layout expected by the texture.
/// The number of subresources to upload, starting from .
/// Must be greater than zero and not exceed the remaining subresources in the texture.
public void Upload(TextureHandle texture, uint firstSubresource, ref SubResourceData subresources, uint numSubresources);
}
///
/// Viewport description
///
public struct ViewportDesc
{
public float x;
public float y;
public float width;
public float height;
public float minDepth;
public float maxDepth;
public ViewportDesc(float width, float height)
{
x = 0;
y = 0;
this.width = width;
this.height = height;
minDepth = 0.0f;
maxDepth = 1.0f;
}
}
///
/// Rectangle description
///
public struct RectDesc
{
public int Left;
public int Top;
public int Right;
public int Bottom;
public RectDesc(int left, int top, int right, int bottom)
{
Left = left;
Top = top;
Right = right;
Bottom = bottom;
}
}
///
/// Resource states
///
[Flags]
public enum ResourceState
{
Common = 0,
VertexAndConstantBuffer = 1 << 0,
IndexBuffer = 1 << 1,
RenderTarget = 1 << 2,
UnorderedAccess = 1 << 3,
DepthWrite = 1 << 4,
DepthRead = 1 << 5,
PixelShaderResource = 1 << 6,
CopyDest = 1 << 7,
CopySource = 1 << 8,
GenericRead = 1 << 9,
IndirectArgument = 1 << 10,
Present = 0,
}
public struct SubResourceData
{
public unsafe void* pData;
public nint rowPitch;
public nint slicePitch;
}