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