Files
GhostEngine/Ghost.Graphics/RHI/IRenderer.cs
Misaki a8d7cd8828 Refactor and enhance rendering pipeline
- 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.
2025-11-01 22:30:08 +09:00

51 lines
1.2 KiB
C#

using Ghost.Core;
using Misaki.HighPerformance.Mathematics;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI;
/// <summary>
/// High-level renderer interface that uses RHI abstractions
/// </summary>
public interface IRenderer : IDisposable
{
public uint2 Size
{
get;
}
/// <summary>
/// Sets the render target for this renderer
/// </summary>
/// <param name="renderTarget">Render target to render into</param>
public void SetRenderTarget(Handle<Texture> renderTarget);
/// <summary>
/// Sets the swap chain for this renderer
/// </summary>
/// <param name="swapChain">Swap chain for presentation</param>
public void SetSwapChain(ISwapChain? swapChain);
/// <summary>
/// Executes any pending resize operations
/// </summary>
public void ExecutePendingResize();
/// <summary>
/// Renders a frame
/// </summary>
public void Render();
/// <summary>
/// Requests a resize operation
/// </summary>
/// <param name="width">New width</param>
/// <param name="height">New height</param>
public void RequestResize(uint width, uint height);
/// <summary>
/// Waits for the GPU to complete all work
/// </summary>
public void WaitIdle();
}