forked from Misaki/GhostEngine
Refactor AppState and rendering pipeline components
Changed the `AppStateMachine` to implement `IDisposable` and `IAsyncDisposable` for better resource management. Changed the `IAppState` interface to include asynchronous methods for state transitions. Changed the `App` class to start the host asynchronously and added an `OnClosed` method for proper shutdown. Changed the `EditorState` class to ensure the window closes correctly when exiting the state. Changed the `LandingState` class to improve window activation and deactivation management. Changed the `HostHelper` class to register `LandingWindow` and `EngineEditorWindow` as singletons for better performance. Changed the `ScenePage` class to utilize a new interface for swap chain management. Changed the `OpenProjectPage` and `CreateProjectPage` classes to enhance navigation handling. Changed the `ConsoleViewModel` to improve log update handling with a new context structure. Changed the `OpenProjectViewModel` to clear project lists when navigating away. Changed the `EngineCore` class to start the graphics pipeline asynchronously. Changed the `Logger` class to use a new context structure for log changes. Added the `ICommandBuffer`, `IGraphicsDevice`, and `IRenderView` interfaces to enhance the rendering pipeline. Changed the `DX12CommandBuffer`, `DX12GraphicsDevice`, and `DX12RenderView` classes for improved resource management and rendering efficiency. Refactored the `Mesh` class to use a new `Vertex` structure for simplified vertex management. Added the `TextureUtility` class for texture management utilities, including mip count calculation. Changed the `launchSettings.json` to include a new profile for the graphics project with native debugging enabled. Changed the `MeshBuilder` class to utilize the new `Vertex` structure for vertex creation.
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@@ -3,9 +3,9 @@ using Ghost.Graphics.Data;
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namespace Ghost.Graphics;
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internal static class GraphicsPipeline
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public static class GraphicsPipeline
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{
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public const int FRAME_COUNT = 2;
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internal const int FRAME_COUNT = 2;
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private static IGraphicsDevice? _graphicsDevice;
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private static Thread? _renderThread;
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@@ -24,7 +24,7 @@ internal static class GraphicsPipeline
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}
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}
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public static void Initialize(GraphicsAPI api)
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internal static void Initialize(GraphicsAPI api)
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{
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_graphicsDevice = api switch
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{
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@@ -43,7 +43,7 @@ internal static class GraphicsPipeline
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}
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}
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public static void Start()
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internal static void Start()
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{
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if (_isRunning)
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{
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@@ -59,13 +59,13 @@ internal static class GraphicsPipeline
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_renderThread.Start();
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}
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public static void Stop()
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internal static void Stop()
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{
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_isRunning = false;
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_renderThread?.Join();
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}
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public static void Shutdown()
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internal static void Shutdown()
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{
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Stop();
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