Files
GhostEngine/Ghost.Graphics/RHI/IResourceAllocator.cs
Misaki 0ec318a9ab Add sampler support and refactor resource handling
Enhanced shader and resource systems with `Sampler` support, including updates to `ShaderPropertyType`, HLSL code, and resource management. Refactored `Result` structs for better type safety and added new enums for texture and comparison settings. Improved `MeshRenderPass` to dynamically load textures and samplers. Updated SDL compiler and token lexicon for `Sampler` handling. Embedded debug info in project files and streamlined resource state tracking.
2025-11-29 18:27:47 +09:00

60 lines
2.9 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Misaki.HighPerformance.LowLevel.Collections;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI;
public interface IResourceAllocator : IDisposable
{
/// <summary>
/// Creates a texture resource
/// </summary>
/// <param name="desc">Texture description</param>
/// <returns>An <see cref="Handle{Texture}"/> point to the resource</returns>
Handle<Texture> 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>An <see cref="Handle{Texture}"/> point to the resource</returns>
Handle<Texture> CreateRenderTarget(ref readonly RenderTargetDesc desc, bool tempResource = false);
/// <summary>
/// Creates a buffer resource
/// </summary>
/// <param name="desc">Buffer description</param>
/// <returns>An <see cref="Handle{GraphicsBuffer}"/> point to the resource</returns>
Handle<GraphicsBuffer> CreateBuffer(ref readonly BufferDesc desc, bool tempResource = false);
/// <summary>
/// Creates a new sampler object using the specified sampler description.
/// </summary>
/// <param name="desc">A read-only reference to a <see cref="SamplerDesc"/> structure that defines the properties of the sampler to be created.</param>
/// <returns>An <see cref="Identifier{Sampler}"/> that uniquely identifies the created sampler object.</returns>
Identifier<Sampler> CreateSampler(ref readonly SamplerDesc desc);
/// <summary>
/// Creates a new mesh from the specified vertex and index data.
/// </summary>
/// <param name="vertices">A UnsafeList containing the vertices that define the geometry of the mesh. Must contain at least one vertex.</param>
/// <param name="indices">A UnsafeList containing the indices that specify how vertices are connected to form primitives. Must contain at least one index.</param>
/// <returns>An <see cref="Identifier{Mesh}"/> representing the newly created mesh.</returns>
Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices);
/// <summary>
/// Creates a new material instance using the specified shader.
/// </summary>
/// <param name="shader">The identifier of the shader to associate with the new material. Cannot be null.</param>
/// <returns>An <see cref="Identifier{Material}"/> representing the newly created material.</returns>
Handle<Material> CreateMaterial(Identifier<Shader> shader);
/// <summary>
/// Creates a new shader and returns its unique identifier.
/// </summary>
/// <returns>An <see cref="Identifier{Shader}"/> representing the newly created shader.</returns>
/// <param name="descriptor">The viewGroup containing the shader's properties and passes.</param>
Identifier<Shader> CreateGraphicsShader(ShaderDescriptor descriptor);
}