- Added new C# formatting rules in .editorconfig. - Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs. - Updated `Result` and `Result<T>` for implicit conversions. - Added AOT compatibility to project files. - Introduced a `Camera` class and refactored namespaces. - Enhanced rendering with bindless support and pipeline state management. - Refactored `D3D12CommandBuffer` for new rendering features. - Improved `D3D12PipelineLibrary` with disk caching methods. - Added support for UAVs and raw buffers in `D3D12ResourceAllocator`. - Improved shader compilation and reflection in `D3D12ShaderCompiler`. - Refactored descriptor heap and swap chain initialization. - Added enums and structs for rendering configurations. - Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces. - Updated `MeshRenderPass` to align with the new pipeline. - Consolidated namespaces and improved code maintainability.
51 lines
1.2 KiB
C#
51 lines
1.2 KiB
C#
using Ghost.Core;
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using Misaki.HighPerformance.Mathematics;
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using Ghost.Graphics.Core;
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namespace Ghost.Graphics.RHI;
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/// <summary>
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/// High-level renderer interface that uses RHI abstractions
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/// </summary>
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public interface IRenderer : IDisposable
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{
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public uint2 Size
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{
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get;
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}
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/// <summary>
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/// Sets the render target for this renderer
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/// </summary>
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/// <param name="renderTarget">Render target to render into</param>
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public void SetRenderTarget(Handle<Texture> renderTarget);
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/// <summary>
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/// Sets the swap chain for this renderer
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/// </summary>
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/// <param name="swapChain">Swap chain for presentation</param>
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public void SetSwapChain(ISwapChain? swapChain);
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/// <summary>
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/// Executes any pending resize operations
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/// </summary>
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public void ExecutePendingResize();
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/// <summary>
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/// Renders a frame
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/// </summary>
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public void Render();
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/// <summary>
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/// Requests a resize operation
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/// </summary>
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/// <param name="width">New width</param>
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/// <param name="height">New height</param>
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public void RequestResize(uint width, uint height);
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/// <summary>
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/// Waits for the GPU to complete all work
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/// </summary>
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public void WaitIdle();
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}
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