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.
74 lines
1.9 KiB
C#
74 lines
1.9 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.Core;
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namespace Ghost.Graphics.RHI;
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/// <summary>
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/// Swap chain interface for presentation
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/// </summary>
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public interface ISwapChain : IDisposable
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{
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/// <summary>
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/// Width of the swap chain back buffers
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/// </summary>
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uint Width
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{
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get;
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}
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/// <summary>
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/// Height of the swap chain back buffers
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/// </summary>
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uint Height
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{
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get;
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}
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/// <summary>
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/// Gets the horizontal scaling factor applied to the object. This is used for DPI scaling.
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/// </summary>
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float ScaleX
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{
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get;
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}
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/// <summary>
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/// Gets the vertical scale factor applied to the object. This is used for DPI scaling.
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/// </summary>
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float ScaleY
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{
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get;
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}
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/// <summary>
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/// Gets the current back buffer texture
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/// </summary>
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/// <returns>Current back buffer texture</returns>
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Handle<Texture> GetCurrentBackBuffer();
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/// <summary>
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/// Gets all back buffer textures
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/// </summary>
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/// <returns>All back buffer textures</returns>
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ReadOnlySpan<Handle<Texture>> GetBackBuffers();
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/// <summary>
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/// Presents the rendered frame
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/// </summary>
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/// <param name="vsync">Enable vertical synchronization</param>
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void Present(bool vsync = true);
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/// <summary>
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/// Resizes the swap chain back buffers
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/// </summary>
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/// <param name="width">New Width</param>
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/// <param name="height">New Height</param>
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void Resize(uint width, uint height);
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/// <summary>
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/// Sets the horizontal and vertical scaling factors for the object.
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/// </summary>
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/// <param name="scaleX">The factor by which to scale the object along the X-axis.</param>
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/// <param name="scaleY">The factor by which to scale the object along the Y-axis.</param>
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void SetScale(float scaleX, float scaleY);
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} |