Files
GhostEngine/src/Runtime/Ghost.Graphics.RHI/IResourceAllocator.cs
Misaki 162b71f309 Refactor render graph error handling and resource APIs
- 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.
2026-02-25 19:08:54 +09:00

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);
}