forked from Misaki/GhostEngine
- Added new C# formatting rules in .editorconfig. - Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs. - Updated `Result` and `Result<T>` for implicit conversions. - Added AOT compatibility to project files. - Introduced a `Camera` class and refactored namespaces. - Enhanced rendering with bindless support and pipeline state management. - Refactored `D3D12CommandBuffer` for new rendering features. - Improved `D3D12PipelineLibrary` with disk caching methods. - Added support for UAVs and raw buffers in `D3D12ResourceAllocator`. - Improved shader compilation and reflection in `D3D12ShaderCompiler`. - Refactored descriptor heap and swap chain initialization. - Added enums and structs for rendering configurations. - Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces. - Updated `MeshRenderPass` to align with the new pipeline. - Consolidated namespaces and improved code maintainability.
53 lines
1.1 KiB
C#
53 lines
1.1 KiB
C#
using Ghost.Core;
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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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/// Swap chain interface for presentation
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/// </summary>
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public interface ISwapChain : IDisposable
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{
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/// <summary>
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/// Width of the swap chain back buffers
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/// </summary>
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public uint Width
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{
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get;
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}
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/// <summary>
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/// Height of the swap chain back buffers
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/// </summary>
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public uint Height
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{
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get;
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}
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/// <summary>
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/// Number of back buffers
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/// </summary>
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public uint BufferCount
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{
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get;
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}
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/// <summary>
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/// Gets the current back buffer texture
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/// </summary>
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/// <returns>Current back buffer texture</returns>
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public Handle<Texture> GetCurrentBackBuffer();
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/// <summary>
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/// Presents the rendered frame
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/// </summary>
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/// <param name="vsync">Enable vertical synchronization</param>
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public void Present(bool vsync = true);
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/// <summary>
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/// Resizes the swap chain back buffers
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/// </summary>
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/// <param name="width">New width</param>
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/// <param name="height">New height</param>
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public void Resize(uint width, uint height);
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} |