forked from Misaki/GhostEngine
Continue working on RHI
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@@ -16,12 +16,12 @@ public static class GraphicsPipeline
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internal const uint _FRAME_COUNT = 2;
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#if DEBUG
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private static DebugLayer? s_debugLayer;
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private static D3D12DebugLayer? s_debugLayer;
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#endif
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private static GraphicsDevice? s_graphicsDevice;
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private static DescriptorAllocator? s_descriptorAllocator;
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private static D3D12ResourceAllocator? s_resourceAllocator;
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private static D3D12DescriptorAllocator? s_descriptorAllocator;
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private static D3D12DescriptorAllocator? s_resourceAllocator;
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private static ResourceUploadBatch? s_uploadBatch;
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// New RHI-based device for modern usage
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@@ -31,8 +31,8 @@ public static class GraphicsPipeline
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private static bool s_initialized;
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internal static GraphicsDevice GraphicsDevice => s_graphicsDevice ?? throw new InvalidOperationException("Graphics device is not initialized.");
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internal static D3D12ResourceAllocator ResourceAllocator => s_resourceAllocator ?? throw new InvalidOperationException("Resource allocator is not initialized.");
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internal static DescriptorAllocator DescriptorAllocator => s_descriptorAllocator ?? throw new InvalidOperationException("Descriptor allocator is not initialized.");
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internal static D3D12DescriptorAllocator ResourceAllocator => s_resourceAllocator ?? throw new InvalidOperationException("Resource allocator is not initialized.");
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internal static D3D12DescriptorAllocator DescriptorAllocator => s_descriptorAllocator ?? throw new InvalidOperationException("Descriptor allocator is not initialized.");
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/// <summary>
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/// Gets the modern RHI render device - prefer this over legacy GraphicsDevice
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@@ -61,7 +61,7 @@ public static class GraphicsPipeline
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internal static unsafe void Initialize()
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{
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#if DEBUG
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s_debugLayer = new DebugLayer();
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s_debugLayer = new D3D12DebugLayer();
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#endif
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// Initialize legacy components for compatibility
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s_graphicsDevice = new GraphicsDevice();
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