forked from Misaki/GhostEngine
- Replace old pipeline enums/structs with new strongly-typed PipelineState and enums (ZTest, ZWrite, Cull, Blend, ColorWriteMask) - Redesign pipeline keying: introduce 128-bit GraphicsPipelineKey, MaterialPipelineKey, and PassPipelineKey for robust PSO caching - Replace IRenderTargetStrategy with IRenderOutput; add SwapChainRenderOutput and TextureRenderOutput - Update renderer and window code to use new render output abstraction and handle viewport/scissor updates - Make ShaderPass a readonly struct and Shader a struct; use ID-based pass lookup for efficiency - Materials now support per-pass pipeline overrides with new keying - Add defensive checks in D3D12CommandBuffer; update D3D12PipelineLibrary for new keying/state - Move test shader to test.gsdef and update for new pipeline state syntax - Remove obsolete files/interfaces and perform general code cleanups - Update all usages and parsing logic for new pipeline state system
22 lines
542 B
C#
22 lines
542 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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/// <summary>
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/// High-level renderer interface that uses RHI abstractions
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/// </summary>
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public interface IRenderer : IDisposable
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{
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IRenderOutput? RenderOutput
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{
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get; set;
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}
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/// <summary>
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/// Renders a 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 Render(ICommandAllocator commandAllocator);
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} |