refactor IRenderer

This commit is contained in:
2025-12-22 15:59:02 +09:00
parent 2881fda112
commit d23e701f0a
11 changed files with 112 additions and 255 deletions

View File

@@ -28,6 +28,11 @@ public readonly struct Result
return new Result(false, message); return new Result(false, message);
} }
public static Result Failure(ErrorStatus status)
{
return new Result(false, status.ToString());
}
public static Result<T> Success<T>(T value) public static Result<T> Success<T>(T value)
{ {
return Result<T>.Success(value); return Result<T>.Success(value);
@@ -38,6 +43,11 @@ public readonly struct Result
return Result<T>.Failure(message); return Result<T>.Failure(message);
} }
public static Result<T> Failure<T>(ErrorStatus status)
{
return Result<T>.Failure(status.ToString());
}
public void Deconstruct(out bool success, out string? message) public void Deconstruct(out bool success, out string? message)
{ {
success = IsSuccess; success = IsSuccess;
@@ -116,7 +126,9 @@ public enum ErrorStatus : byte
OutOfMemory, OutOfMemory,
Timeout, Timeout,
Cancelled, Cancelled,
UnknownError UnknownError,
Success = None,
} }
public readonly struct Result<T, E> public readonly struct Result<T, E>

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@@ -0,0 +1,5 @@
namespace Ghost.Editor.Core.SceneGraph;
public class SceneNode : SceneGraphNode
{
}

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@@ -48,7 +48,6 @@ public sealed partial class GraphicsTestWindow : Window
GraphicsAPI = GraphicsAPI.Direct3D12 GraphicsAPI = GraphicsAPI.Direct3D12
}); });
_renderer = _renderSystem.GraphicsEngine.CreateRenderer(); _renderer = _renderSystem.GraphicsEngine.CreateRenderer();
_swapChain = _renderSystem.GraphicsEngine.CreateSwapChain(new SwapChainDesc _swapChain = _renderSystem.GraphicsEngine.CreateSwapChain(new SwapChainDesc
{ {
Width = (uint)AppWindow.Size.Width, Width = (uint)AppWindow.Size.Width,
@@ -57,7 +56,7 @@ public sealed partial class GraphicsTestWindow : Window
Target = SwapChainTarget.FromCompositionSurface(Panel) Target = SwapChainTarget.FromCompositionSurface(Panel)
}); });
_renderer.SetSwapChain(_swapChain); _renderer.SetRenderTarget(_swapChain.GetCurrentBackBuffer());
_renderSystem.Start(); _renderSystem.Start();
CompositionTarget.Rendering += OnRendering; CompositionTarget.Rendering += OnRendering;
@@ -106,7 +105,8 @@ public sealed partial class GraphicsTestWindow : Window
return; return;
} }
_renderer?.RequestResize(new uint2(newWidth, newHeight)); _renderSystem?.WaitIdle();
_swapChain?.Resize(newWidth, newHeight);
} }
private void OnRendering(object? sender, object e) private void OnRendering(object? sender, object e)

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@@ -77,7 +77,7 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
{ {
ThrowIfDisposed(); ThrowIfDisposed();
var renderer = new D3D12Renderer(this, _resourceAllocator, _resourceDatabase); var renderer = new D3D12Renderer(this, _resourceDatabase);
ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Add(renderer)); ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Add(renderer));
return renderer; return renderer;
} }
@@ -113,20 +113,15 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
return new D3D12SwapChain(_resourceDatabase, _descriptorAllocator, _device, desc, _renderSystem.MaxFrameLatency); return new D3D12SwapChain(_resourceDatabase, _descriptorAllocator, _device, desc, _renderSystem.MaxFrameLatency);
} }
public void RenderFrame() public void RenderFrame(ICommandBuffer commandBuffer)
{ {
ThrowIfDisposed(); ThrowIfDisposed();
foreach (var renderer in _renderers)
{
renderer.ExecutePendingResize();
}
_copyCommandBuffer.Begin(); _copyCommandBuffer.Begin();
foreach (var renderer in _renderers) foreach (var renderer in _renderers)
{ {
renderer.Render(); renderer.Render(commandBuffer);
} }
_copyCommandBuffer.End().ThrowIfFailed(); _copyCommandBuffer.End().ThrowIfFailed();

View File

@@ -1,7 +1,5 @@
using Ghost.Core; using Ghost.Core;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.RHI; using Ghost.Graphics.RHI;
using Misaki.HighPerformance.Mathematics;
using Ghost.Graphics.Core; using Ghost.Graphics.Core;
using Ghost.Graphics.RenderPasses; using Ghost.Graphics.RenderPasses;
@@ -31,44 +29,27 @@ internal class D3D12Renderer : IRenderer
} }
private readonly D3D12GraphicsEngine _graphicsEngine; private readonly D3D12GraphicsEngine _graphicsEngine;
private readonly FrameResource[] _frameResources;
private uint _frameIndex; private uint _frameIndex;
private readonly D3D12ResourceAllocator _resourceAllocator;
private readonly D3D12ResourceDatabase _resourceDatabase; private readonly D3D12ResourceDatabase _resourceDatabase;
private Handle<Texture> _renderTarget; private Handle<Texture> _renderTarget;
private ISwapChain? _swapChain;
private readonly Lock _lock = new();
private uint2 _currentSize;
private uint2 _pendingSize;
private bool _resizeRequested;
private bool _disposed; private bool _disposed;
// NOTE: Testing only. // NOTE: Testing only.
private readonly MeshRenderPass _pass; private readonly MeshRenderPass _pass;
public uint2 Size => _currentSize; public Handle<Texture> RenderTarget => _renderTarget;
// TODO: Add render passes support // TODO: Add render passes support
// private ImmutableArray<IRenderPass> _renderPasses; // private ImmutableArray<IRenderPass> _renderPasses;
public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceAllocator resourceAllocator, D3D12ResourceDatabase resourceDatabase) public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceDatabase resourceDatabase)
{ {
_graphicsEngine = graphicsEngine; _graphicsEngine = graphicsEngine;
_resourceAllocator = resourceAllocator;
_resourceDatabase = resourceDatabase; _resourceDatabase = resourceDatabase;
// Create frame resources for double buffering
_frameResources = new FrameResource[D3D12PipelineResource.BACK_BUFFER_COUNT];
for (var i = 0; i < _frameResources.Length; i++)
{
_frameResources[i] = new FrameResource(graphicsEngine, i);
}
_renderTarget = Handle<Texture>.Invalid; _renderTarget = Handle<Texture>.Invalid;
@@ -81,136 +62,36 @@ internal class D3D12Renderer : IRenderer
Dispose(); Dispose();
} }
private void CreateOffScreenRenderTarget(uint width, uint height)
{
var desc = RenderTargetDesc.Color(width, height, 1, TextureFormat.R8G8B8A8_UNorm);
_renderTarget = _resourceAllocator.CreateRenderTarget(in desc);
}
public void SetRenderTarget(Handle<Texture> renderTarget) public void SetRenderTarget(Handle<Texture> renderTarget)
{ {
_swapChain = null;
_resourceDatabase.ReleaseResource(_renderTarget.AsResource()); _resourceDatabase.ReleaseResource(_renderTarget.AsResource());
_renderTarget = renderTarget; _renderTarget = renderTarget;
} }
public void SetSwapChain(ISwapChain? swapChain) public Result Render(ICommandBuffer commandBuffer)
{ {
if (_swapChain != null) if (!_renderTarget.IsValid)
{ {
_resourceDatabase.ReleaseResource(_renderTarget.AsResource()); return Result.Failure("Render target is not set.");
} }
if (swapChain != null) commandBuffer.Begin();
// NOTE: Temperary solution: render directly to the swap chain back buffer if available.
// HACK: This is hard coded for testing purposes only.
var error = RenderScene(_renderTarget, commandBuffer);
if (error != ErrorStatus.None)
{ {
CreateOffScreenRenderTarget(swapChain.Width, swapChain.Height); commandBuffer.End();
return Result.Failure(error);
} }
var newSize = swapChain != null ? new uint2(swapChain.Width, swapChain.Height) : _currentSize; return commandBuffer.End();
if (!math.all(newSize == _currentSize))
{
RequestResize(newSize);
}
_swapChain = swapChain;
}
public void RequestResize(uint2 newSize )
{
lock (_lock)
{
if (math.all(_pendingSize == newSize))
{
return;
}
_resizeRequested = true;
_pendingSize = newSize;
}
}
public void ExecutePendingResize()
{
if (!_resizeRequested)
{
return;
}
uint2 newSize;
lock (_lock)
{
newSize = _pendingSize;
_resizeRequested = false;
}
// Wait for GPU to complete
WaitIdle();
// Resize swap chain if present
_swapChain?.Resize(newSize.x, newSize.y);
_currentSize = newSize;
// Update off-screen render Target size
if (_swapChain != null)
{
_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
CreateOffScreenRenderTarget(newSize.x, newSize.y);
}
}
public void Render()
{
ExecutePendingResize();
var frameIndex = _frameIndex % (uint)_frameResources.Length;
ref var frame = ref _frameResources[frameIndex];
if (frame.fenceValue > 0)
{
_graphicsEngine.Device.GraphicsQueue.WaitForValue(frame.fenceValue);
}
if (_renderTarget.IsValid)
{
frame.commandBuffer.Begin();
// NOTE: Temperary solution: render directly to the swap chain back buffer if available.
// HACK: This is hard coded for testing purposes only.
var rt = _swapChain?.GetCurrentBackBuffer() ?? _renderTarget;
if(_swapChain != null)
{
frame.commandBuffer.ResourceBarrier(rt.AsResource(), ResourceState.Present, ResourceState.RenderTarget);
}
RenderScene(rt, frame.commandBuffer);
if (_swapChain != null)
{
frame.commandBuffer.ResourceBarrier(rt.AsResource(), ResourceState.RenderTarget, ResourceState.Present);
}
// if (_swapChain != null)
// {
// var backBufferRT = _swapChain.GetCurrentBackBuffer();
// BlitToDestination(_renderTarget, backBufferRT, frame.commandBuffer);
// }
frame.commandBuffer.End().ThrowIfFailed();
_graphicsEngine.Device.GraphicsQueue.Submit(frame.commandBuffer);
_swapChain?.Present();
}
frame.fenceValue = _graphicsEngine.Device.GraphicsQueue.Signal(_frameIndex);
_frameIndex++;
} }
// TODO: A proper render graph integration. // TODO: A proper render graph integration.
private void RenderScene(Handle<Texture> target, ICommandBuffer cmd) private ErrorStatus RenderScene(Handle<Texture> target, ICommandBuffer cmd)
{ {
var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f }; var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
@@ -237,8 +118,15 @@ internal class D3D12Renderer : IRenderer
_pass.Initialize(ref ctx); _pass.Initialize(ref ctx);
} }
var viewport = new ViewportDesc { Width = _currentSize.x, Height = _currentSize.y, MinDepth = 0, MaxDepth = 1 }; var result = _resourceDatabase.GetResourceDescription(target.AsResource());
var scissor = new RectDesc { Right = _currentSize.x, Bottom = _currentSize.y }; if (result.IsFailure)
{
return result.Error;
}
var texDesc = result.Value.TextureDescription;
var viewport = new ViewportDesc { Width = texDesc.Width, Height = texDesc.Height, MinDepth = 0, MaxDepth = 1 };
var scissor = new RectDesc { Right = texDesc.Width, Bottom = texDesc.Height };
cmd.BeginRenderPass(rtDesc, depthDesc, false); cmd.BeginRenderPass(rtDesc, depthDesc, false);
cmd.SetViewport(viewport); cmd.SetViewport(viewport);
@@ -248,43 +136,8 @@ internal class D3D12Renderer : IRenderer
_pass.Execute(ref ctx); _pass.Execute(ref ctx);
cmd.EndRenderPass(); cmd.EndRenderPass();
}
private void BlitToSwapChain(Handle<Texture> source, Handle<Texture> destination, ICommandBuffer cmd) return ErrorStatus.None;
{
// Handle swap chain back buffer transitions if needed
if (_swapChain != null)
{
// Transition back buffer to render Target
cmd.ResourceBarrier(destination.AsResource(), ResourceState.Present, ResourceState.RenderTarget);
}
// For now, we'll do a simple copy operation
// In a real implementation, you would use a blit shader for post-processing
// FIX: Implement proper blit operation with shader
// This is a placeholder - in D3D12, you would typically:
// 1. Set render Target to the destination
// 2. Use a full-screen quad/triangle with a shader that samples from the source
// Handle swap chain back buffer transitions if needed
if (_swapChain != null)
{
// Transition back buffer to present
cmd.ResourceBarrier(destination.AsResource(), ResourceState.RenderTarget, ResourceState.Present);
}
}
public void WaitIdle()
{
// Wait for all frame resources to complete
foreach (ref var frame in _frameResources.AsSpan())
{
if (frame.fenceValue > 0)
{
_graphicsEngine.Device.GraphicsQueue.WaitForValue(frame.fenceValue);
}
}
} }
public void Dispose() public void Dispose()
@@ -294,23 +147,9 @@ internal class D3D12Renderer : IRenderer
return; return;
} }
WaitIdle();
// NOTE: Testing only. // NOTE: Testing only.
_pass.Cleanup(_resourceDatabase); _pass.Cleanup(_resourceDatabase);
// If using a swap chain, release the off-screen render Target.
// Otherwise, the render Target is managed externally.
if (_swapChain != null)
{
_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
}
foreach (ref var frame in _frameResources.AsSpan())
{
frame.Dispose();
}
_disposed = true; _disposed = true;
GC.SuppressFinalize(this); GC.SuppressFinalize(this);

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@@ -6,8 +6,6 @@ namespace Ghost.Graphics.D3D12.Utilities;
internal unsafe static class D3D12PipelineResource internal unsafe static class D3D12PipelineResource
{ {
public const int BACK_BUFFER_COUNT = 2;
private readonly static D3D12_INPUT_ELEMENT_DESC[] s_inputElementDescs = [ private readonly static D3D12_INPUT_ELEMENT_DESC[] s_inputElementDescs = [
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.position.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 }, new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.position.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.normal.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 }, new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.normal.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },

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@@ -3,6 +3,8 @@ using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI; namespace Ghost.Graphics.RHI;
// TODO: Add ICommandAllocator support for thread local command buffers. We often use one allocator for multiple command buffers in a single frame.
/// <summary> /// <summary>
/// D3D12-style command buffer interface for recording rendering commands /// D3D12-style command buffer interface for recording rendering commands
/// </summary> /// </summary>

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@@ -51,5 +51,5 @@ public interface IGraphicsEngine : IDisposable
/// <summary> /// <summary>
/// Renders the current frame. /// Renders the current frame.
/// </summary> /// </summary>
void RenderFrame(); void RenderFrame(ICommandBuffer commandBuffer);
} }

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@@ -1,5 +1,4 @@
using Ghost.Core; using Ghost.Core;
using Misaki.HighPerformance.Mathematics;
using Ghost.Graphics.Core; using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI; namespace Ghost.Graphics.RHI;
@@ -9,7 +8,7 @@ namespace Ghost.Graphics.RHI;
/// </summary> /// </summary>
public interface IRenderer : IDisposable public interface IRenderer : IDisposable
{ {
public uint2 Size Handle<Texture> RenderTarget
{ {
get; get;
} }
@@ -20,30 +19,10 @@ public interface IRenderer : IDisposable
/// <param name="renderTarget">Render Target to render into</param> /// <param name="renderTarget">Render Target to render into</param>
public void SetRenderTarget(Handle<Texture> renderTarget); public void SetRenderTarget(Handle<Texture> renderTarget);
/// <summary>
/// Sets the swap chain for this renderer
/// </summary>
/// <param name="swapChain">Swap chain for presentation</param>
public void SetSwapChain(ISwapChain? swapChain);
/// <summary>
/// Executes any pending resize operations
/// </summary>
public void ExecutePendingResize();
/// <summary> /// <summary>
/// Renders a frame /// Renders a frame
/// </summary> /// </summary>
public void Render(); /// <param name="commandBuffer">Command buffer to record rendering commands into</param>
/// <returns>Result of the rendering operation</returns>
/// <summary> public Result Render(ICommandBuffer commandBuffer);
/// Requests a resize operation
/// </summary>
/// <param name="newSize">New size</param>
public void RequestResize(uint2 newSize);
/// <summary>
/// Waits for the GPU to complete all work
/// </summary>
public void WaitIdle();
} }

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@@ -44,6 +44,7 @@ public interface IFenceSynchronizer
bool WaitForGPUReady(int timeOut = -1); bool WaitForGPUReady(int timeOut = -1);
void SignalCPUReady(); void SignalCPUReady();
void WaitIdle();
} }
public interface IRenderSystem : IFenceSynchronizer, IDisposable public interface IRenderSystem : IFenceSynchronizer, IDisposable
@@ -68,21 +69,34 @@ public interface IRenderSystem : IFenceSynchronizer, IDisposable
/// </summary> /// </summary>
internal class RenderSystem : IRenderSystem internal class RenderSystem : IRenderSystem
{ {
// TODO: Thread local command buffers.
private struct FrameResource : IDisposable private struct FrameResource : IDisposable
{ {
public readonly AutoResetEvent cpuReadyEvent; public required AutoResetEvent CpuReadyEvent
public readonly AutoResetEvent gpuReadyEvent;
public FrameResource()
{ {
cpuReadyEvent = new AutoResetEvent(false); get; init;
gpuReadyEvent = new AutoResetEvent(true); }
public required AutoResetEvent GpuReadyEvent
{
get; init;
}
public required ICommandBuffer CommandBuffer
{
get; init;
}
public ulong FenceValue
{
get; set;
} }
public readonly void Dispose() public readonly void Dispose()
{ {
cpuReadyEvent.Dispose(); CpuReadyEvent.Dispose();
gpuReadyEvent.Dispose(); GpuReadyEvent.Dispose();
CommandBuffer.Dispose();
} }
} }
@@ -123,7 +137,12 @@ internal class RenderSystem : IRenderSystem
_frameResources = new FrameResource[config.FrameBufferCount]; _frameResources = new FrameResource[config.FrameBufferCount];
for (var i = 0; i < config.FrameBufferCount; i++) for (var i = 0; i < config.FrameBufferCount; i++)
{ {
_frameResources[i] = new FrameResource(); _frameResources[i] = new FrameResource
{
CpuReadyEvent = new AutoResetEvent(false),
GpuReadyEvent = new AutoResetEvent(true),
CommandBuffer = _graphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics),
};
} }
_renderThread = new Thread(RenderLoop) _renderThread = new Thread(RenderLoop)
@@ -174,7 +193,7 @@ internal class RenderSystem : IRenderSystem
ObjectDisposedException.ThrowIf(_disposed, this); ObjectDisposedException.ThrowIf(_disposed, this);
var eventIndex = (int)(_cpuFenceValue % _config.FrameBufferCount); var eventIndex = (int)(_cpuFenceValue % _config.FrameBufferCount);
return _frameResources[eventIndex].gpuReadyEvent.WaitOne(timeOut); return _frameResources[eventIndex].GpuReadyEvent.WaitOne(timeOut);
} }
public void SignalCPUReady() public void SignalCPUReady()
@@ -182,10 +201,21 @@ internal class RenderSystem : IRenderSystem
ObjectDisposedException.ThrowIf(_disposed, this); ObjectDisposedException.ThrowIf(_disposed, this);
var eventIndex = (int)(_cpuFenceValue % _config.FrameBufferCount); var eventIndex = (int)(_cpuFenceValue % _config.FrameBufferCount);
_frameResources[eventIndex].cpuReadyEvent.Set(); _frameResources[eventIndex].CpuReadyEvent.Set();
_cpuFenceValue++; _cpuFenceValue++;
} }
public void WaitIdle()
{
foreach (var frameResource in _frameResources)
{
if (frameResource.FenceValue > 0)
{
_graphicsEngine.Device.GraphicsQueue.WaitForValue(frameResource.FenceValue);
}
}
}
private void RenderLoop() private void RenderLoop()
{ {
var waitHandles = new WaitHandle[] { null!, _shutdownEvent }; var waitHandles = new WaitHandle[] { null!, _shutdownEvent };
@@ -193,10 +223,10 @@ internal class RenderSystem : IRenderSystem
while (_isRunning) while (_isRunning)
{ {
_frameIndex = _gpuFenceValue % _config.FrameBufferCount; _frameIndex = _gpuFenceValue % _config.FrameBufferCount;
var frameResource = _frameResources[_frameIndex]; ref var frameResource = ref _frameResources[_frameIndex];
// Wait for either CPU ready signal or shutdown signal // Wait for either CPU ready signal or shutdown signal
waitHandles[0] = frameResource.cpuReadyEvent; waitHandles[0] = frameResource.CpuReadyEvent;
var waitResult = WaitHandle.WaitAny(waitHandles); var waitResult = WaitHandle.WaitAny(waitHandles);
// If shutdown was signaled or timeout occurred, exit the loop // If shutdown was signaled or timeout occurred, exit the loop
@@ -208,21 +238,18 @@ internal class RenderSystem : IRenderSystem
// Only proceed if CPU ready event was signaled // Only proceed if CPU ready event was signaled
if (waitResult == 0) if (waitResult == 0)
{ {
_graphicsEngine.RenderFrame(); if (frameResource.FenceValue > 0)
// if (result.IsFailure) {
// { _graphicsEngine.Device.GraphicsQueue.WaitForValue(frameResource.FenceValue);
// // Terminate the render loop on failure }
// _isRunning = false;
//#if DEBUG _graphicsEngine.RenderFrame(frameResource.CommandBuffer);
// throw new InvalidOperationException($"RenderFrame failed: {result.Message}");
//#else
// Logger.LogError($"RenderFrame failed: {result.Message}");
// break;
//#endif
// }
_gpuFenceValue++; _gpuFenceValue++;
frameResource.gpuReadyEvent.Set(); frameResource.GpuReadyEvent.Set();
frameResource.FenceValue = _graphicsEngine.Device.GraphicsQueue.Signal(_frameIndex);
_frameIndex++;
} }
} }
} }