Files
GhostEngine/Ghost.Graphics/RHI/IResource.cs
Misaki 5385141f14 Added new RHI abstraction layer;
Added new console debug page to UnitTest;
2025-08-25 10:48:59 +09:00

137 lines
2.6 KiB
C#

namespace Ghost.Graphics.RHI;
/// <summary>
/// Base interface for all graphics resources
/// </summary>
public interface IResource : IDisposable
{
/// <summary>
/// Current resource state
/// </summary>
ResourceState CurrentState { get; }
/// <summary>
/// Resource name for debugging
/// </summary>
string Name { get; set; }
/// <summary>
/// Size of the resource in bytes
/// </summary>
ulong Size { get; }
}
/// <summary>
/// Texture resource interface
/// </summary>
public interface ITexture : IResource
{
/// <summary>
/// Width of the texture in pixels
/// </summary>
uint Width { get; }
/// <summary>
/// Height of the texture in pixels
/// </summary>
uint Height { get; }
/// <summary>
/// Texture format
/// </summary>
TextureFormat Format { get; }
/// <summary>
/// Number of mip levels
/// </summary>
uint MipLevels { get; }
}
/// <summary>
/// Buffer resource interface
/// </summary>
public interface IBuffer : IResource
{
/// <summary>
/// Buffer usage type
/// </summary>
BufferUsage Usage { get; }
/// <summary>
/// Maps the buffer for CPU access
/// </summary>
/// <returns>Pointer to mapped memory</returns>
unsafe void* Map();
/// <summary>
/// Unmaps the buffer from CPU access
/// </summary>
void Unmap();
}
/// <summary>
/// Render target interface for rendering operations
/// Supports either color OR depth rendering, not both
/// </summary>
public interface IRenderTarget : IDisposable
{
/// <summary>
/// Width of the render target
/// </summary>
uint Width { get; }
/// <summary>
/// Height of the render target
/// </summary>
uint Height { get; }
/// <summary>
/// Type of render target (color or depth)
/// </summary>
RenderTargetType Type { get; }
/// <summary>
/// Gets the target texture (either color or depth based on Type)
/// </summary>
ITexture Target { get; }
}
/// <summary>
/// Type of render target
/// </summary>
public enum RenderTargetType
{
Color,
Depth
}
/// <summary>
/// Texture format enumeration
/// </summary>
public enum TextureFormat
{
Unknown,
R8G8B8A8_UNorm,
B8G8R8A8_UNorm,
R16G16B16A16_Float,
R32G32B32A32_Float,
D24_UNorm_S8_UInt,
D32_Float
}
/// <summary>
/// Buffer usage flags
/// </summary>
[Flags]
public enum BufferUsage
{
None = 0,
Vertex = 1 << 0,
Index = 1 << 1,
Constant = 1 << 2,
Structured = 1 << 3,
Raw = 1 << 4,
Upload = 1 << 5,
Readback = 1 << 6
}