- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers. - Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety. - Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling. - Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management. - Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures. - Enhanced `ICommandBuffer` with new upload operations for buffers and textures. - Refactored `Vertex` struct for simplified memory layout and better performance. - Updated `MeshBuilder` and rendering logic to align with new resource and shader structures. - Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`. - Removed unused classes and performed general cleanup. - Updated unit tests and demos to reflect the new architecture.
42 lines
779 B
C#
42 lines
779 B
C#
namespace Ghost.Graphics.RHI;
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/// <summary>
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/// D3D12-native render device interface for creating graphics resources
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/// </summary>
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public interface IRenderDevice : IDisposable
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{
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/// <summary>
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/// Graphics command queue for rendering operations
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/// </summary>
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public ICommandQueue GraphicsQueue
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{
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get;
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}
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/// <summary>
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/// Compute command queue for compute shader operations
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/// </summary>
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public ICommandQueue ComputeQueue
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{
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get;
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}
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/// <summary>
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/// Copy command queue for data transfer operations
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/// </summary>
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public ICommandQueue CopyQueue
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{
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get;
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}
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}
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/// <summary>
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/// Command buffer types
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/// </summary>
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public enum CommandBufferType
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{
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Graphics,
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Compute,
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Copy
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}
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