Files
GhostEngine/Ghost.Graphics/RHI/IPipelineLibrary.cs
Misaki 0720444c2c Refactor and enhance resource management and rendering
Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include:

- Upgraded package dependencies in project files.
- Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers.
- Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling.
- Added validation for constant buffer sizes in `D3D12PipelineLibrary`.
- Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values.
- Enhanced debugging with `GPUResourceLeakException` and resource tracking updates.
- Updated shaders and rendering logic for testing, including hardcoded triangle rendering.
- Removed redundant base classes and interfaces for cleaner code structure.
2025-11-26 01:48:24 +09:00

28 lines
741 B
C#

using Ghost.Core;
using Ghost.Graphics.Contracts;
namespace Ghost.Graphics.RHI;
public interface IShaderPipeline
{
/// <summary>
/// Pipeline type
/// </summary>
PipelineType Type
{
get;
}
}
public interface IPipelineLibrary : IDisposable
{
/// <summary>
/// Load pipeline library from disk.
/// </summary>
/// <param name="filePath">File path. If null, load default library.</param>
void InitializeLibrary(string? filePath);
void SaveLibraryToDisk(string filePath);
Result<GraphicsPipelineKey> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled);
Result<CBufferInfo, ResultStatus> GetCBufferInfo(ShaderPassKey passId);
}