Files
GhostEngine/Ghost.Graphics/RHI/IRenderer.cs
Misaki bd97d233cb Refactor and optimize rendering pipeline
- Added `<IsTrimmable>` property in project files for trimming.
- Replaced bindless texture types with non-bindless equivalents.
- Refactored `ShaderDescriptor` and `ShaderPass` for better modularity.
- Introduced `ShaderDescriptorExtensions` for property size calculations.
- Simplified constant buffer handling in `Material.cs`.
- Improved resource management in `D3D12` components.
- Added support for static meshes and optimized resource barriers.
- Refactored shader code generation and property merging in `SDLCompiler`.
- Removed unused or redundant code (e.g., `IncludesBlock` parser).
- Updated comments, documentation, and error handling for clarity.
2025-11-28 18:58:50 +09:00

50 lines
1.2 KiB
C#

using Ghost.Core;
using Misaki.HighPerformance.Mathematics;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI;
/// <summary>
/// High-level renderer interface that uses RHI abstractions
/// </summary>
public interface IRenderer : IDisposable
{
public uint2 Size
{
get;
}
/// <summary>
/// Sets the render Target for this renderer
/// </summary>
/// <param name="renderTarget">Render Target to render into</param>
public void SetRenderTarget(Handle<Texture> renderTarget);
/// <summary>
/// Sets the swap chain for this renderer
/// </summary>
/// <param name="swapChain">Swap chain for presentation</param>
public void SetSwapChain(ISwapChain? swapChain);
/// <summary>
/// Executes any pending resize operations
/// </summary>
public void ExecutePendingResize();
/// <summary>
/// Renders a frame
/// </summary>
public void Render();
/// <summary>
/// Requests a resize operation
/// </summary>
/// <param name="newSize">New size</param>
public void RequestResize(uint2 newSize);
/// <summary>
/// Waits for the GPU to complete all work
/// </summary>
public void WaitIdle();
}