Files
GhostEngine/Ghost.Graphics/Contracts/IRenderer.cs
Misaki 5ae4128baf Enhance graphics engine and code organization
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`.
Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`.
Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`.
Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`.
Added new `Color32` and `Color128` structs for color representation in `Color.cs`.

Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files.
Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`.
Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation.

Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`.
Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects.
Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs.
Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures.
Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods.

Refactored the `AppStateMachine` class to use private fields instead of static fields for state management.
Refactored the `ComponentDataView` class to use the new namespace and improve organization.
Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.

Made various adjustments to ensure consistency and improve code quality across multiple files.
2025-07-02 21:30:10 +09:00

39 lines
1.3 KiB
C#

namespace Ghost.Graphics.Contracts;
/// <summary>
/// Defines the contract for a render view in the graphics pipeline.
/// </summary>
internal interface IRenderer : IDisposable
{
public ReadOnlySpan<IRenderPass> RenderPasses
{
get;
}
/// <summary>
/// Requests a resize of the render view.
/// </summary>
/// <param name="width">The new width of the render view.</param>
/// <param name="height">The new height of the render view.</param>
/// <remarks>This only submits a resize request without executing it. May overwrite last request if next request issued before next frame.</remarks>
public void RequestResize(uint width, uint height);
/// <summary>
/// Executes any pending resize operations for the current context.
/// </summary>
public void ExecutePendingResize();
public void Initialize();
/// <summary>
/// Renders the current content to the output target.
/// </summary>
public void Render();
/// <summary>
/// Waits for the next frame to be ready for rendering.
/// </summary>
public void WaitNextFrame();
/// <summary>
/// Waits for the render view to become idle, ensuring all previous commands have been executed and resources are ready for the next frame.
/// </summary>
public void WaitIdle();
}