Files
GhostEngine/Ghost.Graphics/RHI/ICommandQueue.cs
Misaki dfe786a2aa Refactor core systems and improve resource management
- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`.
- Refactored `Result` struct for better error handling and chaining.
- Removed `Ptr<T>` struct as it was no longer necessary.
- Enhanced `Win32Utility` with `Attach` and `Dispose` methods.
- Improved `ProjectService` and `AppStateMachine` with `Result` integration.
- Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation.
- Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class.
- Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`.
- Updated `SDLCompiler` for better error handling during shader generation.
- Enhanced logging, debugging, and code readability across the codebase.
- Performed general code cleanup, including unused namespace removal and naming consistency.
2025-11-23 15:02:37 +09:00

51 lines
1.4 KiB
C#

namespace Ghost.Graphics.RHI;
/// <summary>
/// Command queue interface
/// </summary>
public interface ICommandQueue : IDisposable
{
/// <summary>
/// Type of commands this queue can execute
/// </summary>
public CommandQueueType Type
{
get;
}
/// <summary>
/// Submits a single command buffer for execution
/// </summary>
/// <param name="commandBuffer">Command buffer to submit</param>
public void Submit(ICommandBuffer commandBuffer);
/// <summary>
/// Submits multiple command buffers for execution
/// </summary>
/// <param name="commandBuffers">Command buffers to submit</param>
public void Submit(params ReadOnlySpan<ICommandBuffer> commandBuffers);
/// <summary>
/// Signals a fence with the specified Value
/// </summary>
/// <param name="value">Value to signal</param>
/// <returns>The fence Value that was signaled</returns>
public ulong Signal(ulong value);
/// <summary>
/// Waits for the fence to reach the specified Value
/// </summary>
/// <param name="value">Value to wait for</param>
public void WaitForValue(ulong value);
/// <summary>
/// Gets the last completed fence Value
/// </summary>
/// <returns>Last completed fence Value</returns>
public ulong GetCompletedValue();
/// <summary>
/// Waits until all submitted commands have finished executing
/// </summary>
public void WaitIdle();
}