Files
GhostEngine/Ghost.Graphics/Contracts/IRenderTargetStrategy.cs
Misaki aa3d9c749b Refactor: add command allocator & render target strategies
Major refactor of graphics infrastructure:
- Introduce ICommandAllocator and D3D12CommandAllocator for explicit command buffer management.
- Change ICommandBuffer.Begin to require an allocator.
- Add IRenderTargetStrategy abstraction with swap chain and texture implementations.
- Update IRenderer to use RenderTargetStrategy instead of direct handle.
- Add DPI scaling support to swap chains (ScaleX/ScaleY, SetScale).
- RenderSystem now supports thread-safe swap chain resize requests.
- Remove persistent copy command buffer; use per-frame allocators.
- Make Logger public/static and clean up API visibility.
- Update .editorconfig and debug layer enablement.
These changes improve modularity, DPI-awareness, and future extensibility.
2025-12-23 00:35:34 +09:00

31 lines
1.2 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
namespace Ghost.Graphics.Contracts;
public interface IRenderTargetStrategy
{
/// <summary>
/// Gets a handle to the current render target texture.
/// </summary>
/// <returns>A handle to the texture that is currently set as the render target.</returns>
Handle<Texture> GetRenderTarget();
/// <summary>
/// Begins a rendering operation using the specified command buffer. Typically this will include resource barriers,
/// </summary>
/// <param name="cmd">The command buffer that records rendering commands.</param>
void BeginRender(ICommandBuffer cmd);
/// <summary>
/// Finalizes the rendering process using the specified command buffer.
/// </summary>
/// <param name="cmd">The command buffer that contains the rendering commands to be finalized.</param>
void EndRender(ICommandBuffer cmd);
/// <summary>
/// Displays the current frame to the output device or screen.
/// </summary>
/// <remarks>Call this method after rendering operations to present the rendered content. The exact
/// behavior may depend on the underlying graphics implementation or device.</remarks>
void Present();
}