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.
27 lines
665 B
C#
27 lines
665 B
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 IShaderPipeline
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{
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/// <summary>
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/// Pipeline type
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/// </summary>
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PipelineType Type
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{
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get;
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}
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}
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public interface IPipelineLibrary : IDisposable
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{
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/// <summary>
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/// Load pipeline library from disk.
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/// </summary>
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/// <param name="filePath">File path. If null, load default library.</param>
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void InitializeLibrary(string? filePath);
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void SaveLibraryToDisk(string filePath);
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Result<GraphicsPipelineKey> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled);
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}
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