Files
GhostEngine/Ghost.Graphics/RHI/IResource.cs
Misaki 74bb2ccda5 Refactor descriptor handling and shader compilation
Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`.

Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling.

Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup.

Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
2025-09-13 20:07:29 +09:00

165 lines
2.6 KiB
C#

using Ghost.Graphics.Data;
namespace Ghost.Graphics.RHI;
/// <summary>
/// Base interface for all graphics resources
/// </summary>
public interface IResource : IDisposable
{
/// <summary>
/// Current resource state
/// </summary>
ResourceState CurrentState
{
get;
}
/// <summary>
/// Resource name for debugging
/// </summary>
string Name
{
get; set;
}
/// <summary>
/// Size of the resource in bytes
/// </summary>
ulong Size
{
get;
}
}
/// <summary>
/// Texture resource interface
/// </summary>
public interface ITexture : IResource
{
/// <summary>
/// Width of the texture in pixels
/// </summary>
uint Width
{
get;
}
/// <summary>
/// Height of the texture in pixels
/// </summary>
uint Height
{
get;
}
/// <summary>
/// Texture format
/// </summary>
TextureFormat Format
{
get;
}
/// <summary>
/// Number of mip levels
/// </summary>
uint MipLevels
{
get;
}
}
/// <summary>
/// Buffer resource interface
/// </summary>
public interface IBuffer : IResource
{
/// <summary>
/// Buffer usage type
/// </summary>
public BufferUsage Usage
{
get;
}
public BufferHandle Handle
{
get;
}
/// <summary>
/// Maps the buffer for CPU access
/// </summary>
/// <returns>Pointer to mapped memory</returns>
public unsafe void* Map();
/// <summary>
/// Unmaps the buffer from CPU access
/// </summary>
public void Unmap();
}
/// <summary>
/// Render target interface for rendering operations
/// Supports either color OR depth rendering, not both
/// </summary>
public interface IRenderTarget : ITexture
{
/// <summary>
/// Type of render target (color or depth)
/// </summary>
RenderTargetType Type
{
get;
}
}
/// <summary>
/// Type of render target
/// </summary>
public enum RenderTargetType
{
Color,
Depth
}
/// <summary>
/// Texture format enumeration
/// </summary>
public enum TextureFormat
{
Unknown,
R8G8B8A8_UNorm,
B8G8R8A8_UNorm,
R16G16B16A16_Float,
R32G32B32A32_Float,
D24_UNorm_S8_UInt,
D32_Float
}
/// <summary>
/// Buffer usage flags
/// </summary>
[Flags]
public enum BufferUsage
{
None = 0,
Vertex = 1 << 0,
Index = 1 << 1,
Constant = 1 << 2,
Structured = 1 << 3,
Raw = 1 << 4,
Upload = 1 << 5,
Readback = 1 << 6,
IndirectArgument = 1 << 7,
ShaderResource = Vertex | Index | Constant
}
[Flags]
public enum BufferCreationFlags
{
None = 0,
Bindless = 1 << 0
}