Files
GhostEngine/Ghost.Graphics/Contracts/IResource.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

38 lines
735 B
C#

using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Graphics.Contracts;
public unsafe interface IResource : IDisposable
{
public ulong GPUAddress
{
get;
}
public string Name
{
get;
set;
}
public bool TempResource
{
get;
}
public void SetData<T>(Span<T> data)
where T : unmanaged;
public void SetData<T>(T* data, uint length)
where T : unmanaged;
public void SetData(void* data, uint size);
public UnsafeArray<T> ReadData<T>(Allocator allocator)
where T : unmanaged;
public void ReadData<T>(T* ppData, uint* size)
where T : unmanaged;
public void ReadData(void* ppData, uint* size);
}