- RenderGraph.Compile/Execute now return Error for better failure detection; error handling is propagated throughout compiler and executor. - Renamed ScheduleReleaseResource to ReleaseResource for clarity; updated all usages. - ResourceManager now calls ReleaseResource directly on Mesh, Material, and Shader types. - Camera exposes Actual/Virtual size properties and Render returns Error. - RenderingContext now uses IResourceManager for mesh/resource ops. - Replaced custom BinaryWriter with BufferWriter in RenderGraphHasher. - Improved variable naming, interface signatures, and code formatting. - Added Error extension for IsSuccess/IsFailure. - Minor FMOD/native interop and test code cleanups. - No breaking API changes except for new Error return values on some methods.
139 lines
4.0 KiB
C#
139 lines
4.0 KiB
C#
using Ghost.Core;
|
|
|
|
namespace Ghost.Graphics.RHI;
|
|
|
|
public enum ResourceAllocationType
|
|
{
|
|
Default,
|
|
Temporary,
|
|
Suballocation,
|
|
}
|
|
|
|
public struct CreationOptions
|
|
{
|
|
public ResourceAllocationType AllocationType
|
|
{
|
|
get; set;
|
|
}
|
|
|
|
public Handle<GPUResource> Heap
|
|
{
|
|
get; set;
|
|
}
|
|
|
|
public ulong Offset
|
|
{
|
|
get; set;
|
|
}
|
|
}
|
|
|
|
public enum HeapType
|
|
{
|
|
Default,
|
|
Upload,
|
|
Readback
|
|
}
|
|
|
|
public enum HeapFlags
|
|
{
|
|
None = 0,
|
|
AllowBuffers,
|
|
AllowTextures,
|
|
AllowRTAndDS,
|
|
AlowBufferAndTexture,
|
|
}
|
|
|
|
public struct AllocationDesc
|
|
{
|
|
public ulong Size
|
|
{
|
|
get; set;
|
|
}
|
|
|
|
public ulong Alignment
|
|
{
|
|
get; set;
|
|
}
|
|
|
|
public HeapType HeapType
|
|
{
|
|
get; set;
|
|
}
|
|
|
|
public HeapFlags HeapFlags
|
|
{
|
|
get; set;
|
|
}
|
|
}
|
|
|
|
public readonly struct ResourceSizeInfo
|
|
{
|
|
public ulong Size
|
|
{
|
|
get; init;
|
|
}
|
|
|
|
public ulong Alignment
|
|
{
|
|
get; init;
|
|
}
|
|
}
|
|
|
|
public interface IResourceAllocator : IDisposable
|
|
{
|
|
ResourceSizeInfo GetSizeInfo(ResourceDesc desc);
|
|
|
|
/// <summary>
|
|
/// Allocates a block of memory on the GPU
|
|
/// </summary>
|
|
/// <param name="desc">Allocation description</param>
|
|
/// <param name="name">Debug name of the allocation</param>
|
|
/// <returns>An <see cref="Handle{GPUResource}"/> point to the allocated memory</returns>
|
|
Handle<GPUResource> Allocate(ref readonly AllocationDesc desc, string name);
|
|
|
|
/// <summary>
|
|
/// Creates a texture resource
|
|
/// </summary>
|
|
/// <param name="desc">Texture description</param>
|
|
/// <param name="name">Debug name of the resource</param>
|
|
/// <param name="options">Additional options of the resource allocation</param>
|
|
/// <returns>An <see cref="Handle{Texture}"/> point to the resource</returns>
|
|
Handle<Texture> CreateTexture(ref readonly TextureDesc desc, string name, CreationOptions options = default);
|
|
|
|
/// <summary>
|
|
/// Creates a render Target for off-screen rendering
|
|
/// </summary>
|
|
/// <param name="desc">Render Target description</param>
|
|
/// <param name="name">Debug name of the resource</param>
|
|
/// <param name="options">Additional options of the resource allocation</param>
|
|
/// <returns>An <see cref="Handle{Texture}"/> point to the resource</returns>
|
|
Handle<Texture> CreateRenderTarget(ref readonly RenderTargetDesc desc, string name, CreationOptions options = default);
|
|
|
|
/// <summary>
|
|
/// Creates a buffer resource
|
|
/// </summary>
|
|
/// <param name="desc">Buffer description</param>
|
|
/// <param name="name">Debug name of the resource</param>
|
|
/// <param name="options">Additional options of the resource allocation</param>
|
|
/// <returns>An <see cref="Handle{GraphicsBuffer}"/> point to the resource</returns>
|
|
Handle<GraphicsBuffer> CreateBuffer(ref readonly BufferDesc desc, string name, CreationOptions options = default);
|
|
|
|
/// <summary>
|
|
/// Creates a temporary upload buffer of the specified size in bytes.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This method has been optimized for frequent calls during frame updates. It efficiently manages memory to minimize fragmentation and overhead.
|
|
/// </remarks>
|
|
/// <param name="sizeInBytes">The size of the upload buffer to create, in bytes.</param>
|
|
/// <param name="offset">The offset within the upload buffer where the allocation begins.</param>
|
|
/// <returns>An <see cref="Handle{GraphicsBuffer}"/> pointing to the created upload buffer.</returns>
|
|
Handle<GraphicsBuffer> CreateTempUploadBuffer(ulong sizeInBytes, out ulong offset);
|
|
|
|
/// <summary>
|
|
/// Creates a new sampler object using the specified sampler description.
|
|
/// </summary>
|
|
/// <param name="desc">A read-only reference to a <see cref="SamplerDesc"/> structure that defines the properties of the sampler to be created.</param>
|
|
/// <returns>An <see cref="Identifier{Sampler}"/> that uniquely identifies the created sampler object.</returns>
|
|
Identifier<Sampler> CreateSampler(ref readonly SamplerDesc desc);
|
|
}
|