forked from Misaki/GhostEngine
Introduces a new Ghost.Shader.Concept project implementing a modern, data-oriented material and shader system with: - Global/local keyword bitsets (fast O(1) ops, 64 bytes) - Multi-pass shader program and per-pass render state overrides - Thread-safe, 16-byte aligned material property blocks - Material pooling to reduce GC pressure - Batch renderer for efficient PSO grouping and async variant warmup - Full demo (Program.cs) and extensive documentation (ARCHITECTURE.md, README.md, PROJECT_SUMMARY.md) - Minor integration: new enums, doc updates, and keyword handling in existing code No breaking changes to the existing engine; all new code is isolated. This serves as a reference implementation for high-performance, extensible material/shader architectures.
80 lines
2.5 KiB
C#
80 lines
2.5 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.Contracts;
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namespace Ghost.Graphics.RHI;
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public interface IGraphicsEngine : IDisposable
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{
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IRenderDevice Device
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{
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get;
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}
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IShaderCompiler ShaderCompiler
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{
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get;
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}
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IPipelineLibrary PipelineLibrary
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{
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get;
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}
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IResourceDatabase ResourceDatabase
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{
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get;
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}
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IResourceAllocator ResourceAllocator
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{
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get;
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}
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/// <summary>
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/// Creates a new instance of an object that implements the IRenderer interface.
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/// </summary>
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/// <returns>An object that provides rendering functionality through the IRenderer interface.</returns>
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IRenderer CreateRenderer();
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/// <summary>
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/// Removes the specified renderer from the collection of active renderers.
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/// </summary>
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/// <param name="renderer">The renderer instance to remove. Cannot be null.</param>
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void RemoveRenderer(IRenderer renderer);
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/// <summary>
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/// Removes all registered renderers from the collection.
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/// </summary>
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/// <remarks>Call this method to reset the renderer collection to an empty state. After calling this
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/// method, no renderers will be available until new ones are added.</remarks>
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void ClearRenderers();
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/// <summary>
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/// Creates a new command allocator for the specified command buffer space.
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/// </summary>
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/// <param name="type">The space of command buffer for which to create the allocator. The default is CommandBufferType.Graphics.</param>
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/// <returns>An <see cref="ICommandAllocator"/> instance configured for the specified command buffer space.</returns>
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ICommandAllocator CreateCommandAllocator(CommandBufferType type = CommandBufferType.Graphics);
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/// <summary>
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/// Creates a command buffer for recording rendering commands
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/// </summary>
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/// <param name="type">Type of command buffer to create</param>
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/// <returns>A new command buffer instance</returns>
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ICommandBuffer CreateCommandBuffer(CommandBufferType type = CommandBufferType.Graphics);
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/// <summary>
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/// Creates a swap chain for presentation
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/// </summary>
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/// <param name="desc">Swap chain description</param>
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/// <returns>A new swap chain instance</returns>
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ISwapChain CreateSwapChain(SwapChainDesc desc);
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/// <summary>
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/// Renders the current frame.
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/// </summary>
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/// <param name="commandAllocator">Command allocator to use for rendering</param>
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/// <returns>Result of the rendering operation</returns>
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Result RenderFrame(ICommandAllocator commandAllocator);
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}
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