Files
GhostEngine/Ghost.Graphics/RHI/IDescriptorAllocator.cs
Misaki 74bb2ccda5 Refactor descriptor handling and shader compilation
Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`.

Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling.

Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup.

Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
2025-09-13 20:07:29 +09:00

64 lines
2.0 KiB
C#

using Ghost.Graphics.Data;
using System.Runtime.CompilerServices;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.RHI;
public interface IDescriptorAllocator
{
public RenderTargetDescriptor AllocateRTV();
public RenderTargetDescriptor[] AllocateRTVs(uint count);
public DepthStencilDescriptor AllocateDSV();
public DepthStencilDescriptor[] AllocateDSVs(uint count);
public ShaderResourceDescriptor AllocateSRV();
public ShaderResourceDescriptor[] AllocateSRVs(uint count);
public SamplerDescriptor AllocateSampler();
public SamplerDescriptor[] AllocateSamplers(uint count);
public BindlessDescriptor AllocateBindless();
public BindlessDescriptor[] AllocateBindless(uint count);
public CpuDescriptorHandle GetCpuHandle(RenderTargetDescriptor descriptor);
public CpuDescriptorHandle GetCpuHandle(DepthStencilDescriptor descriptor);
public CpuDescriptorHandle GetCpuHandle(ShaderResourceDescriptor descriptor);
public GpuDescriptorHandle GetGpuHandle(ShaderResourceDescriptor descriptor);
public CpuDescriptorHandle GetCpuHandle(SamplerDescriptor descriptor);
public GpuDescriptorHandle GetGpuHandle(SamplerDescriptor descriptor);
public CpuDescriptorHandle GetCpuHandle(BindlessDescriptor descriptor);
public GpuDescriptorHandle GetGpuHandle(BindlessDescriptor descriptor);
public void Release(RenderTargetDescriptor descriptor);
public void Release(ReadOnlySpan<RenderTargetDescriptor> descriptors);
public void Release(DepthStencilDescriptor descriptor);
public void Release(ReadOnlySpan<DepthStencilDescriptor> descriptors);
public void Release(ShaderResourceDescriptor descriptor);
public void Release(ReadOnlySpan<ShaderResourceDescriptor> descriptors);
public void Release(SamplerDescriptor descriptor);
public void Release(ReadOnlySpan<SamplerDescriptor> descriptors);
public void Release(BindlessDescriptor descriptor);
public void Release(ReadOnlySpan<BindlessDescriptor> descriptors);
}