- Added D3D12ResourceFactory for creating render targets, textures, and buffers. - Enhanced D3D12SwapChain to manage back buffer render targets and provide access to them. - Updated D3D12Texture to utilize resource handles for better resource management. - Removed legacy ResourceAllocator and integrated improvements for resource handling. - Introduced new interfaces for resource factory and swap chain to streamline resource creation. - Added support for mip levels and texture dimensions in render target and texture descriptions. - Created new markdown files to document allocator and swap chain improvements.
64 lines
1.5 KiB
C#
64 lines
1.5 KiB
C#
namespace Ghost.Graphics.RHI;
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/// <summary>
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/// D3D12-native render device interface for creating graphics resources
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/// </summary>
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public interface IRenderDevice : IDisposable
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{
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/// <summary>
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/// Graphics command queue for rendering operations
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/// </summary>
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ICommandQueue GraphicsQueue
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{
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get;
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}
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/// <summary>
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/// Compute command queue for compute shader operations
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/// </summary>
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ICommandQueue ComputeQueue
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{
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get;
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}
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/// <summary>
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/// Copy command queue for data transfer operations
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/// </summary>
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ICommandQueue CopyQueue
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{
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get;
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}
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/// <summary>
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/// Gets the descriptor allocator for managing descriptors
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/// </summary>
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IDescriptorAllocator DescriptorAllocator
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{
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get;
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}
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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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}
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/// <summary>
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/// Command buffer types matching D3D12 command list types
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/// </summary>
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public enum CommandBufferType
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{
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Graphics,
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Compute,
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Copy
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}
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