forked from Misaki/GhostEngine
Add new interfaces and refactor rendering logic
Added a new `ConstPtr<T>` struct for type-safe pointers. Added a new `ICommandBuffer` interface for resource copying. Added a new `IRenderPass` interface to define render passes. Added a new `IResource` interface for GPU resources. Added a new `IResourceAllocator` interface for resource management. Added a new `ISwapChainPanelNative` struct for native interactions. Added a new `D3D12Utility` class for Direct3D 12 utilities. Added a new package reference for `Vortice.Win32.Graphics.D3D12MemoryAllocator`. Changed project file to allow unsafe code blocks. Changed `Result` struct methods to improve clarity. Changed error handling in `ProjectService` and `AssetDatabase` to use `Result.Failure()`. Changed `launchSettings.json` to enable native debugging. Changed rendering logic in `ScenePage.xaml.cs` to use `IRenderer`. Changed `IGraphicsDevice` interface to include renderer properties. Changed `IRenderView` to `IRenderer` and updated its methods. Changed `Mesh` class to use the new `IResource` interface for buffers. Changed `GraphicsAPI` enum to include a `None` value. Changed various aspects of the `GraphicsPipeline` class for new architecture. Removed the old `DX12RenderView` class and replaced it with `DX12Renderer`. Removed unnecessary code in the `ResourceView` class.
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37
Ghost.Graphics/DX12/DX12Resource.cs
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37
Ghost.Graphics/DX12/DX12Resource.cs
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using Ghost.Graphics.Contracts;
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using System.Runtime.CompilerServices;
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using Vortice.Direct3D12;
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namespace Ghost.Graphics.DX12;
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public unsafe class DX12Resource : IResource
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{
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private readonly ID3D12Resource _nativeResource;
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internal ID3D12Resource NativeResource => _nativeResource;
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public ulong GPUAddress => _nativeResource.GPUVirtualAddress;
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public string Name
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{
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get => _nativeResource.Name;
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set => _nativeResource.Name = value;
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}
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public DX12Resource(ID3D12Resource nativeResource)
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{
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_nativeResource = nativeResource;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetData<T>(Span<T> data)
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where T : unmanaged
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{
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_nativeResource.WriteToSubresource(0, data, 0, 0);
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}
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public void Dispose()
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{
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_nativeResource.Dispose();
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}
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}
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