Enhance graphics engine and code organization

Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`.
Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`.
Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`.
Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`.
Added new `Color32` and `Color128` structs for color representation in `Color.cs`.

Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files.
Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`.
Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation.

Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`.
Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects.
Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs.
Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures.
Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods.

Refactored the `AppStateMachine` class to use private fields instead of static fields for state management.
Refactored the `ComponentDataView` class to use the new namespace and improve organization.
Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.

Made various adjustments to ensure consistency and improve code quality across multiple files.
This commit is contained in:
2025-07-02 21:30:10 +09:00
parent 300ae7251b
commit 5ae4128baf
66 changed files with 2100 additions and 1632 deletions

View File

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using Ghost.Core;
using Ghost.Graphics.Contracts;
using System.Runtime.CompilerServices;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
public unsafe class D3D12Resource : IResource
{
private ComPtr<ID3D12Resource> _nativeResource
{
get;
set;
}
private string _name = string.Empty;
internal ConstPtr<ID3D12Resource> NativeResource => new(_nativeResource.Get());
public ulong GPUAddress => _nativeResource.Get()->GetGPUVirtualAddress();
public string Name
{
get => _name;
set
{
_name = value;
_nativeResource.Get()->SetName(_name);
}
}
public bool TempResource
{
get;
}
internal D3D12Resource(ComPtr<ID3D12Resource> nativeResource, bool temp)
{
_nativeResource = nativeResource;
TempResource = temp;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetData<T>(Span<T> data)
where T : unmanaged
{
var size = (uint)(data.Length * sizeof(T));
var range = new Win32.Graphics.Direct3D12.Range(0, size);
fixed (T* ptr = data)
{
var hr = _nativeResource.Get()->Map(0, &range, (void**)&ptr);
if (hr.Failure)
{
var message = hr.ToString();
throw new InvalidOperationException($"Failed to map resource: {message}");
}
_nativeResource.Get()->Unmap(0, &range);
}
}
internal void DisposeInternal()
{
var c = _nativeResource.Reset();
}
public void Dispose()
{
if (!TempResource)
{
DisposeInternal();
}
}
}