139 lines
6.8 KiB
C#
139 lines
6.8 KiB
C#
using Ghost.Core;
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namespace Ghost.Graphics.RHI;
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public interface IResourceReleasable
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{
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/// <summary>
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/// A method to release GPU resources.
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/// </summary>
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void ReleaseResource(IResourceDatabase database);
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}
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public struct ResourceBarrierData
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{
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public BarrierLayout layout;
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public BarrierAccess access;
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public BarrierSync sync;
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public ResourceBarrierData(BarrierLayout layout, BarrierAccess access, BarrierSync sync)
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{
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this.layout = layout;
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this.access = access;
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this.sync = sync;
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}
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}
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public enum BindlessAccess
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{
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ShaderResource,
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ConstantBuffer,
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UnorderedAccess,
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}
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// TODO: Consider adding methods for resource enumeration, statistics, and bulk operations.
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// TODO: Consider adding async resource loading and streaming support.
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public interface IResourceDatabase : IDisposable
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{
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/*
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/// <summary>
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/// Imports an external unmanaged resource and returns a handle for use within the resource management system.
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/// </summary>
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/// <typeparam name="T">The space of the unmanaged resource pointer to import.</typeparam>
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/// <param name="resourcePtr">A pointer to the external unmanaged resource to be imported. Must remain valid for the duration of the resource's usage.</param>
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/// <param name="initialState">The initial state to assign to the imported resource.</param>
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/// <returns>A handle representing the imported resource, which can be used for subsequent operations.</returns>
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unsafe Handle<GPUResource> ImportExternalResource<T>(T resourcePtr, ResourceState initialState, string? name = null)
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where T : unmanaged;
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*/
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/// <summary>
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/// Checks if a resource with the specified handle exists in the database.
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/// </summary>
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/// <param name="handle">The handle of the resource to check for existence.</param>
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bool HasResource(Handle<GPUResource> handle);
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/// <summary>
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/// Retrieves the current barrier data of the specified resource.
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/// </summary>
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/// <param name="handle">The handle that uniquely identifies the resource.</param>
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/// <returns>A ResourceBarrierData value representing the current barrier state.</returns>
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Result<ResourceBarrierData, Error> GetResourceBarrierData(Handle<GPUResource> handle);
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/// <summary>
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/// Sets the barrier data of the specified resource handle.
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/// </summary>
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/// <param name="handle">The handle that identifies the resource.</param>
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/// <param name="data">The new barrier data.</param>
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/// <returns>An Error indicating the success or failure of the operation.</returns>
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Error SetResourceBarrierData(Handle<GPUResource> handle, ResourceBarrierData data);
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/// <summary>
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/// Retrieves the description of a GPU resource associated with the specified handle.
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/// </summary>
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/// <param name="handle">A handle that identifies the GPU resource for which to obtain the description. Must reference a valid resource.</param>
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/// <returns>A ResourceDesc structure containing details about the specified GPU resource.</returns>
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Result<ResourceDesc, Error> GetResourceDescription(Handle<GPUResource> handle);
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/// <summary>
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/// Retrieves the bindless index associated with the specified GPU resource handle.
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/// </summary>
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/// <param name="handle">A handle to the GPU resource for which to obtain the bindless index. Must reference a valid, currently registered resource.</param>
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/// <param name="access">The type of bindless access for which to obtain the index.</param>
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/// <returns>The bindless index corresponding to the specified GPU resource handle. ~0 if the resource does not support bindless access or is not found.</returns>
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uint GetBindlessIndex(Handle<GPUResource> handle, BindlessAccess access = BindlessAccess.ShaderResource);
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/// <summary>
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/// Retrieves the name of the GPU resource associated with the specified handle.
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/// </summary>
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/// <remarks>
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/// You should only use this method in debug builds or inside engine editor.
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/// </remarks>
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/// <param name="handle">A handle to the GPU resource for which to obtain the name. Must reference a valid resource.</param>
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/// <returns>The name of the GPU resource associated with the specified handle, or null if the resource does not have a name.</returns>
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string? GetResourceName(Handle<GPUResource> handle);
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/// <summary>
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/// Releases the GPU resource associated with the specified handle, freeing any resources allocated to it.
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/// </summary>
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/// <param name="handle">The handle of the resource to be removed.</param>
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void ReleaseResource(Handle<GPUResource> handle);
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/// <summary>
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/// Releases the GPU resource associated with the specified handle immediately, freeing any resources allocated to it.
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/// </summary>
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/// <param name="handle">The handle of the resource to be removed.</param>
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void ReleaseResourceImmediately(Handle<GPUResource> handle);
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/// <summary>
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/// Retrieves an existing sampler identifier that matches the specified description, or creates a new one if none
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/// exists.
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/// </summary>
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/// <param name="desc">A read-only reference to a <see cref="SamplerDesc"/> structure that defines the properties of the sampler to retrieve or create.</param>
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/// <param name="id">An integer identifier to associate with the sampler.</param>
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/// <returns>An <see cref="Identifier{Sampler}"/> representing the sampler that matches the specified description.
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/// If a matching sampler does not exist, a new sampler is created and its identifier is returned.</returns>
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Identifier<Sampler> AddSampler(ref readonly SamplerDesc desc, int id);
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/// <summary>
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/// Determines whether a sampler with the specified identifier exists.
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/// </summary>
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/// <param name="id">The identifier of the sampler to check for existence.</param>
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/// <returns>true if a sampler with the given identifier exists; otherwise, false.</returns>
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bool TryGetSampler(ref readonly SamplerDesc desc, out Identifier<Sampler> id);
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/// <summary>
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/// Releases the sampler associated with the specified identifier and frees any resources allocated to it.
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/// </summary>
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/// <param name="id">The identifier of the sampler to release. Must reference a valid, existing sampler.</param>
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void ReleaseSampler(Identifier<Sampler> id);
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/// <summary>
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/// Swaps the resources associated with the two specified handles, effectively exchanging their identities and all associated data.
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/// </summary>
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/// <param name="handleA">The first handle whose associated resource is to be swapped.</param>
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/// <param name="handleB">The second handle whose associated resource is to be swapped.</param>
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/// <returns>An Error indicating the success or failure of the swap operation.</returns>
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Error Swap(Handle<GPUResource> handleA, Handle<GPUResource> handleB);
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}
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