- 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.
56 lines
2.1 KiB
C#
56 lines
2.1 KiB
C#
using Ghost.Core;
|
|
using Ghost.Graphics.Data;
|
|
|
|
namespace Ghost.Graphics.RHI;
|
|
|
|
public interface IResourceDatabase
|
|
{
|
|
/// <summary>
|
|
/// Get the raw gpu resource pointer from a resource handle
|
|
/// </summary>
|
|
/// <typeparam name="T">The type of the resource.</typeparam>
|
|
/// <param name="handle">Resource handle</param>
|
|
/// <returns>Pointer to the resource</returns>
|
|
public unsafe T* GetResource<T>(ResourceHandle handle)
|
|
where T: unmanaged;
|
|
|
|
/// <summary>
|
|
/// Retrieves the current state of the specified resource.
|
|
/// </summary>
|
|
/// <param name="handle">The handle that uniquely identifies the resource whose state is to be retrieved. Must not be null.</param>
|
|
/// <returns>A ResourceState value representing the current state of the resource associated with the specified handle.</returns>
|
|
public ResourceState GetResourceState(ResourceHandle handle);
|
|
|
|
/// <summary>
|
|
/// Sets the state of the specified resource handle to the given value.
|
|
/// </summary>
|
|
/// <param name="handle">The handle that identifies the resource whose state will be updated. Cannot be null.</param>
|
|
/// <param name="state">The new state to assign to the resource represented by <paramref name="handle"/>.</param>
|
|
public void SetResourceState(ResourceHandle handle, ResourceState state);
|
|
|
|
/// <summary>
|
|
/// Removes a resource from the database using its handle.
|
|
/// </summary>
|
|
/// <param name="handle">The handle of the resource to be removed.</param>
|
|
public void RemoveResource(ResourceHandle handle);
|
|
|
|
public Identifier<Mesh> AddMesh(ref readonly Mesh mesh);
|
|
|
|
public bool HasMesh(Identifier<Mesh> id);
|
|
|
|
public Mesh GetMesh(Identifier<Mesh> id);
|
|
|
|
public ref Mesh GetMeshReference(Identifier<Mesh> id);
|
|
|
|
public void RemoveMesh(Identifier<Mesh> id);
|
|
|
|
public Identifier<Shader> AddShader(ref readonly Shader shader);
|
|
|
|
public bool HasShader(Identifier<Shader> id);
|
|
|
|
public Shader GetShader(Identifier<Shader> id);
|
|
|
|
public ref Shader GetShaderReference(Identifier<Shader> id);
|
|
|
|
public void RemoveShader(Identifier<Shader> id);
|
|
} |