Files
GhostEngine/Ghost.Graphics/RHI/IResourceAllocator.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

33 lines
1.2 KiB
C#

using Ghost.Graphics.Data;
namespace Ghost.Graphics.RHI;
public interface IResourceAllocator
{
/// <summary>
/// Creates a texture resource
/// </summary>
/// <param name="desc">Texture description</param>
/// <returns>A new texture handle point to the resource</returns>
public TextureHandle CreateTexture(ref readonly TextureDesc desc, bool tempResource = false);
/// <summary>
/// Creates a render target for off-screen rendering
/// </summary>
/// <param name="desc">Render target description</param>
/// <returns>A new render target instance</returns>
public TextureHandle CreateRenderTarget(ref readonly RenderTargetDesc desc, bool tempResource = false);
/// <summary>
/// Creates a buffer resource
/// </summary>
/// <param name="desc">Buffer description</param>
/// <returns>A new buffer handle point to the resource</returns>
public BufferHandle CreateBuffer(ref readonly BufferDesc desc, bool tempResource = false);
/// <summary>
/// Release a resource given its handle
/// </summary>
/// <param name="handle">Resource handle</param>
public void ReleaseResource(ResourceHandle handle);
}