Refactor: add command allocator & render target strategies
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.
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@@ -1,5 +1,5 @@
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using Ghost.Core;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.Contracts;
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namespace Ghost.Graphics.RHI;
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@@ -8,21 +8,15 @@ namespace Ghost.Graphics.RHI;
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/// </summary>
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public interface IRenderer : IDisposable
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{
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Handle<Texture> RenderTarget
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IRenderTargetStrategy? RenderTargetStrategy
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{
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get;
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get; set;
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}
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/// <summary>
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/// Sets the render Target for this renderer
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/// </summary>
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/// <param name="renderTarget">Render Target to render into</param>
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public void SetRenderTarget(Handle<Texture> renderTarget);
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/// <summary>
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/// Renders a frame
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/// </summary>
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/// <param name="commandBuffer">Command buffer to record rendering commands into</param>
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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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public Result Render(ICommandBuffer commandBuffer);
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}
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Result Render(ICommandAllocator commandAllocator);
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}
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