forked from Misaki/GhostEngine
Implemented a transient render graph system as a proof of concept, including resource aliasing, pass culling, and typed pass data. Added new project `Ghost.RenderGraph.Concept` targeting `.NET 10.0`. Refactored graphics-related components: - Simplified resource state transitions in `RenderingContext`. - Improved resize handling in `GraphicsTestWindow`. - Updated `D3D12GraphicsEngine` to streamline frame rendering. - Enhanced `D3D12ResourceDatabase` and `D3D12SwapChain` for better resource management. Added detailed documentation: - `ALIASING.md` explains resource aliasing techniques. - `API_DESIGN.md` outlines the render graph API design. Updated solution to include the new render graph project.
56 lines
1.2 KiB
C#
56 lines
1.2 KiB
C#
using Ghost.Core;
|
|
using Ghost.Graphics.Contracts;
|
|
|
|
namespace Ghost.Graphics.RHI;
|
|
|
|
public interface IGraphicsEngine : IDisposable
|
|
{
|
|
IRenderDevice Device
|
|
{
|
|
get;
|
|
}
|
|
|
|
IShaderCompiler ShaderCompiler
|
|
{
|
|
get;
|
|
}
|
|
|
|
IPipelineLibrary PipelineLibrary
|
|
{
|
|
get;
|
|
}
|
|
|
|
IResourceDatabase ResourceDatabase
|
|
{
|
|
get;
|
|
}
|
|
|
|
IResourceAllocator ResourceAllocator
|
|
{
|
|
get;
|
|
}
|
|
|
|
IRenderer CreateRenderer();
|
|
void RemoveRenderer(IRenderer renderer);
|
|
void ClearRenderers();
|
|
|
|
/// <summary>
|
|
/// Creates a command buffer for recording rendering commands
|
|
/// </summary>
|
|
/// <param name="type">Type of command buffer to create</param>
|
|
/// <returns>A new command buffer instance</returns>
|
|
ICommandBuffer CreateCommandBuffer(CommandBufferType type = CommandBufferType.Graphics);
|
|
|
|
/// <summary>
|
|
/// Creates a swap chain for presentation
|
|
/// </summary>
|
|
/// <param name="desc">Swap chain description</param>
|
|
/// <returns>A new swap chain instance</returns>
|
|
ISwapChain CreateSwapChain(SwapChainDesc desc);
|
|
|
|
/// <summary>
|
|
/// Renders the current frame.
|
|
/// </summary>
|
|
void RenderFrame();
|
|
}
|