forked from Misaki/GhostEngine
Refactor core systems and improve resource management
- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`. - Refactored `Result` struct for better error handling and chaining. - Removed `Ptr<T>` struct as it was no longer necessary. - Enhanced `Win32Utility` with `Attach` and `Dispose` methods. - Improved `ProjectService` and `AppStateMachine` with `Result` integration. - Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation. - Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class. - Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`. - Updated `SDLCompiler` for better error handling during shader generation. - Enhanced logging, debugging, and code readability across the codebase. - Performed general code cleanup, including unused namespace removal and naming consistency.
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@@ -14,9 +14,9 @@ using static TerraFX.Aliases.DXGI_Alias;
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namespace Ghost.Graphics.D3D12;
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internal unsafe class D3D12CommandBuffer : D3D12RHIObject<ID3D12GraphicsCommandList10>, ICommandBuffer
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internal unsafe class D3D12CommandBuffer : D3D12Object<ID3D12GraphicsCommandList10>, ICommandBuffer
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{
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private ComPtr<ID3D12CommandAllocator> _allocator;
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private UniquePtr<ID3D12CommandAllocator> _allocator;
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private readonly D3D12PipelineLibrary _pipelineLibrary;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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@@ -282,8 +282,15 @@ internal unsafe class D3D12CommandBuffer : D3D12RHIObject<ID3D12GraphicsCommandL
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ThrowIfNotRecording();
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IncrementCommandCount();
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var shaderPipeline = _pipelineLibrary.GetGraphicsPSO(pipelineKey).GetValueOrThrow();
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nativeObject.Get()->SetPipelineState(shaderPipeline.value);
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var psor = _pipelineLibrary.GetGraphicsPSO(pipelineKey);
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if (psor.Status != ResultStatus.Success)
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{
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#if DEBUG || GHOST_EDITOR
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Logger.LogError($"Failed to get graphics pipeline state object for key {pipelineKey}: {psor.Status}");
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#endif
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}
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nativeObject.Get()->SetPipelineState(psor.Value);
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}
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public void SetConstantBufferView(uint slot, Handle<GraphicsBuffer> buffer)
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@@ -479,7 +486,7 @@ internal unsafe class D3D12CommandBuffer : D3D12RHIObject<ID3D12GraphicsCommandL
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protected override void Dispose(bool disposing)
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{
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if (IsDisposed)
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if (Disposed)
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{
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return;
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}
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@@ -489,7 +496,7 @@ internal unsafe class D3D12CommandBuffer : D3D12RHIObject<ID3D12GraphicsCommandL
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throw new InvalidOperationException("Command buffer is still recording");
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}
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MemoryLeakException.ThrowIfRefCountNonZero(_allocator.Reset());
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_allocator.Dispose();
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_commandCount = 0;
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base.Dispose(disposing);
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