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