forked from Misaki/GhostEngine
Refactor: add command allocator & render target strategies
Major refactor of graphics infrastructure: - Introduce ICommandAllocator and D3D12CommandAllocator for explicit command buffer management. - Change ICommandBuffer.Begin to require an allocator. - Add IRenderTargetStrategy abstraction with swap chain and texture implementations. - Update IRenderer to use RenderTargetStrategy instead of direct handle. - Add DPI scaling support to swap chains (ScaleX/ScaleY, SetScale). - RenderSystem now supports thread-safe swap chain resize requests. - Remove persistent copy command buffer; use per-frame allocators. - Make Logger public/static and clean up API visibility. - Update .editorconfig and debug layer enablement. These changes improve modularity, DPI-awareness, and future extensibility.
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34
Ghost.Graphics/D3D12/D3D12CommandAllocator.cs
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34
Ghost.Graphics/D3D12/D3D12CommandAllocator.cs
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using Ghost.Core.Utilities;
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using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel;
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using TerraFX.Interop.DirectX;
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namespace Ghost.Graphics.D3D12;
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internal unsafe class D3D12CommandAllocator : ICommandAllocator
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{
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private UniquePtr<ID3D12CommandAllocator> _allocator;
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public SharedPtr<ID3D12CommandAllocator> NativeAllocator => _allocator.Share();
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public D3D12CommandAllocator(D3D12RenderDevice device, CommandBufferType type)
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{
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ID3D12CommandAllocator* pAllocator = default;
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var commandListType = D3D12Utility.ToCommandListType(type);
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device.NativeDevice.Get()->CreateCommandAllocator(commandListType, __uuidof(pAllocator), (void**)&pAllocator);
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_allocator.Attach(pAllocator);
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}
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public void Reset()
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{
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_allocator.Get()->Reset();
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}
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public void Dispose()
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{
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_allocator.Dispose();
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}
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}
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