Files
GhostEngine/Ghost.Graphics/RHI/IRenderDevice.cs
Misaki a39f377533 Refactor GPU resource management and rendering pipeline
- 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.
2025-09-19 23:20:15 +09:00

42 lines
779 B
C#

namespace Ghost.Graphics.RHI;
/// <summary>
/// D3D12-native render device interface for creating graphics resources
/// </summary>
public interface IRenderDevice : IDisposable
{
/// <summary>
/// Graphics command queue for rendering operations
/// </summary>
public ICommandQueue GraphicsQueue
{
get;
}
/// <summary>
/// Compute command queue for compute shader operations
/// </summary>
public ICommandQueue ComputeQueue
{
get;
}
/// <summary>
/// Copy command queue for data transfer operations
/// </summary>
public ICommandQueue CopyQueue
{
get;
}
}
/// <summary>
/// Command buffer types
/// </summary>
public enum CommandBufferType
{
Graphics,
Compute,
Copy
}