Update rendering and resource management

Changed the `EditorState` class to use a timeout in the `WaitForGPUReady` method for improved responsiveness.
Changed the `nativeDebugging` setting in `launchSettings.json` to `false` for the "Ghost.Editor (Package)" profile.
Changed the `D3D12Renderer` class to set the swap chain only for the composition target type and replaced back buffer reset with dispose.
Changed the mapping of resources in `D3D12Resource` to use a pointer for improved safety and clarity.
Changed the `Mesh` class's upload buffer creation to not use the `true` flag for better memory management.
Added a new `Vertex` struct with a `StructLayout` attribute for improved interoperability with unmanaged code.
Refactored the `GraphicsPipeline` class to replace `IsGpuReady` with `WaitForGPUReady`, including a timeout parameter.
Added a constant buffer to the HLSL source code in `MeshRenderPass` for passing transformation matrices to the vertex shader.
Expanded the `UnitTestAppWindow` class to include event handlers for window activation and size changes for better resource management.
Updated the XAML for `UnitTestAppWindow` to include a `SwapChainPanel` and corrected the XML declaration for formatting consistency.
This commit is contained in:
2025-07-03 23:23:46 +09:00
parent 5ae4128baf
commit 261afa4133
11 changed files with 103 additions and 25 deletions

View File

@@ -130,7 +130,7 @@ internal unsafe class D3D12Renderer : IRenderer
case SwapChainPresenter.TargetType.Hwnd:
var swapChainFullscreenDesc = new SwapChainFullscreenDescription
{
Windowed = false,
Windowed = true,
};
_graphicsDevice.DXGIFactory.Ptr->CreateSwapChainForHwnd(
@@ -150,7 +150,10 @@ internal unsafe class D3D12Renderer : IRenderer
throw new InvalidOperationException("Failed to create IDXGISwapChain4 interface.");
}
_swapChainPresenter.SwapChainPanelNative.SetSwapChain((IntPtr)_swapChain.Get());
if (_swapChainPresenter.Type == SwapChainPresenter.TargetType.Composition)
{
_swapChainPresenter.SwapChainPanelNative.SetSwapChain((IntPtr)_swapChain.Get());
}
_backBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
}
@@ -221,7 +224,7 @@ internal unsafe class D3D12Renderer : IRenderer
ref var frameResource = ref _frameResources[i];
if (frameResource.backBuffer.Get() is not null)
{
frameResource.backBuffer.Reset();
frameResource.backBuffer.Dispose();
_rtvHeap.ReleaseDescriptor(frameResource.backBufferDescriptorIndexes);
}