forked from Misaki/GhostEngine
Added new RHI abstraction layer;
Added new console debug page to UnitTest;
This commit is contained in:
72
Ghost.UnitTest/Windows/GraphicsTestWindow.xaml.cs
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72
Ghost.UnitTest/Windows/GraphicsTestWindow.xaml.cs
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using Ghost.Graphics;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.D3D12;
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using Microsoft.UI.Xaml;
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using Microsoft.UI.Xaml.Media;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using WinRT;
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namespace Ghost.UnitTest.Windows;
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public sealed partial class GraphicsTestWindow : Window
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{
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private Renderer? _renderer;
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private ISwapChainPanelNative _swapChainPanelNative;
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public GraphicsTestWindow()
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{
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InitializeComponent();
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Panel.Loaded += SwapChainPanel_Loaded;
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Panel.Unloaded += SwapChainPanel_Unloaded;
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Panel.SizeChanged += SwapChainPanel_SizeChanged;
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}
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private void SwapChainPanel_Loaded(object sender, RoutedEventArgs e)
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{
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#if DEBUG
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AllocationManager.EnableDebugLayer();
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#endif
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GraphicsPipeline.Initialize();
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GraphicsPipeline.Start();
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var guid = typeof(ISwapChainPanelNative.Interface).GUID;
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((IWinRTObject)Panel).NativeObject.TryAs(guid, out var swapChainPanelNativeHandle);
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_swapChainPanelNative = new ISwapChainPanelNative(swapChainPanelNativeHandle);
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//_renderer = GraphicsPipeline.GraphicsDevice.CreateRenderer(new(_swapChainPanelNative, (uint)AppWindow.Size.Width, (uint)AppWindow.Size.Height));
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CompositionTarget.Rendering += OnRendering;
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}
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private void SwapChainPanel_Unloaded(object sender, RoutedEventArgs e)
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{
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CompositionTarget.Rendering -= OnRendering;
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GraphicsPipeline.SignalCPUReady();
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GraphicsPipeline.Shutdown();
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_swapChainPanelNative.Dispose();
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_renderer?.Dispose();
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}
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private void SwapChainPanel_SizeChanged(object sender, SizeChangedEventArgs e)
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{
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if (e.NewSize.Width > 8.0 && e.NewSize.Height > 8.0)
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{
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_renderer?.RequestResize((uint)e.NewSize.Width, (uint)e.NewSize.Height);
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}
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}
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private void OnRendering(object? sender, object e)
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{
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//if (GraphicsPipeline.CPUFenceValue < GraphicsPipeline.GPUFenceValue + GraphicsPipeline._FRAME_COUNT)
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//{
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// DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () =>
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// {
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// GraphicsPipeline.SignalCPUReady();
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// });
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//}
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}
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}
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