Files
GhostEngine/Ghost.Graphics/RHI/IPipelineLibrary.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

26 lines
614 B
C#

using Ghost.Core.Graphics;
namespace Ghost.Graphics.RHI;
public interface IShaderPipeline
{
/// <summary>
/// Pipeline type
/// </summary>
PipelineType Type
{
get;
}
}
public interface IPipelineLibrary
{
/// <summary>
/// Load pipeline library from disk.
/// </summary>
/// <param name="filePath">File path. If null, load default library.</param>
void LoadLibraryFromDisk(string? filePath);
void SaveLibraryToDisk(string filePath);
GraphicsPipelineKey CompilePassPSO(IPassDescriptor descriptor, ReadOnlySpan<TextureFormat> rtvs, TextureFormat dsv);
}