forked from Misaki/GhostEngine
Major refactor of graphics infrastructure: - Introduce ICommandAllocator and D3D12CommandAllocator for explicit command buffer management. - Change ICommandBuffer.Begin to require an allocator. - Add IRenderTargetStrategy abstraction with swap chain and texture implementations. - Update IRenderer to use RenderTargetStrategy instead of direct handle. - Add DPI scaling support to swap chains (ScaleX/ScaleY, SetScale). - RenderSystem now supports thread-safe swap chain resize requests. - Remove persistent copy command buffer; use per-frame allocators. - Make Logger public/static and clean up API visibility. - Update .editorconfig and debug layer enablement. These changes improve modularity, DPI-awareness, and future extensibility.
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 type.
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/// </summary>
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/// <param name="type">The type 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 type.</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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