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.
64 lines
2.0 KiB
C#
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);
|
|
} |