Files
GhostEngine/Ghost.Graphics/Contracts/ICommandBuffer.cs
Misaki eed1b9d3d0 Refactor graphics engine dependencies and structure
Removed references to `Misaki.HighPerformance.Unsafe` and replaced them with `Misaki.HighPerformance.LowLevel` in multiple files.
Removed calls to `AllocationManager.Initialize()` and `AllocationManager.Dispose()` in `EngineCore.cs`.
Added new methods to the `ICommandBuffer` interface for enhanced rendering capabilities.
Updated the `D3D12CommandBuffer` class to implement new graphics command handling methods.
Added the `Material` class to manage shader properties and caching for improved performance.
Encapsulated shader compilation and reflection processes within the `Shader` class for better organization.
Added the `CBufferCache` struct to optimize GPU resource management for constant buffer data.
Updated the `MeshRenderPass` class to utilize the new `Material` class for dynamic mesh rendering.
Updated various project files to reflect the restructuring of dependencies.
Modified XAML files and code-behind for improved readability and maintainability.
2025-07-07 22:59:47 +09:00

14 lines
583 B
C#

using Ghost.Graphics.Data;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.Contracts;
public interface ICommandBuffer
{
// TODO: They should be internal, maybe an interface ICommandBufferInternal?
public void BarrierTransition(IResource resource, ResourceStates beforeState, ResourceStates afterState);
public void SetGraphicsRootConstantBufferView(uint slot, ulong gpuAddress);
public void DrawMesh(Mesh mesh, Material material);
public void CopyResource(IResource dstResource, uint dstOffset, IResource srcResource, uint srcOffset, uint size);
}