Files
GhostEngine/Ghost.Graphics/RHI/ISwapChain.cs
Misaki 1c155f962c Render graph: native pass merging & heap-based aliasing
Major architecture upgrade:
- Add native render pass merging (hardware pass grouping, load/store op inference)
- Implement heap-based aliasing for textures & buffers (D3D12-style)
- Unify resource model: buffers and textures in one registry
- Extend builder API for buffer creation/usage, access flags, hints
- Improve barrier/state tracking (buffer hints, indirect argument state)
- Update caching, hashing, and debug output for new model
- Add enums/structs: AttachmentLoadOp, StoreOp, BufferHint, etc.
- D3D12 backend: support named resources, temp upload buffers, correct heap usage
- Update docs, benchmarks, and project files for new features

Brings render graph closer to AAA engine standards, enabling efficient memory usage, lower driver overhead, and a more flexible API.
2026-01-16 01:59:33 +09:00

74 lines
1.9 KiB
C#

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