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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@@ -1,10 +1,13 @@
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using Ghost.Core;
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using Ghost.Graphics.Core;
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using Ghost.Core.Graphics;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Utilities;
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using Ghost.SDL.Compiler;
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using Misaki.HighPerformance.Image;
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using Misaki.HighPerformance.Utilities;
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using TerraFX.Interop.Windows;
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namespace Ghost.Graphics.RenderPasses;
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@@ -30,14 +33,36 @@ internal unsafe class MeshRenderPass : IRenderPass
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{
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var shaderDescriptor = SDLCompiler.CompileShader("F:/csharp/GhostEngine/Ghost.Graphics/test.gshader", "C:/Users/Misaki/Downloads/Archive").GetValueOrThrow();
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var key = ctx.PipelineLibrary.CompilePassPSO(shaderDescriptor.passes[0], [TextureFormat.B8G8R8A8_UNorm], TextureFormat.Unknown);
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foreach (var pass in shaderDescriptor.passes)
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{
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var compileResult = ctx.ShaderCompiler.CompilePass(pass);
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if (compileResult.IsFailure || pass is not FullPassDescriptor fullPass)
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{
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continue;
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}
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var psoDes = new GraphicsPSODescriptor
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{
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PassId = new ShaderPassKey(fullPass.Identifier),
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ZTest = fullPass.localPipeline.zTest,
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ZWrite = fullPass.localPipeline.zWrite,
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Cull = fullPass.localPipeline.cull,
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Blend = fullPass.localPipeline.blend,
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ColorMask = fullPass.localPipeline.colorMask,
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RtvFormats = [TextureFormat.B8G8R8A8_UNorm],
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DsvFormat = TextureFormat.Unknown,
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};
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ctx.PipelineLibrary.CompilePSO(in psoDes, in compileResult.GetValueRef()).GetValueOrThrow();
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}
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MeshBuilder.CreateCube(0.75f, default, out var vertices, out var indices);
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_mesh = ctx.CreateMesh(vertices, indices);
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ctx.UploadMesh(_mesh, true);
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_shader = ctx.ResourceAllocator.CreateShader(shaderDescriptor);
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_shader = ctx.ResourceAllocator.CreateGraphicsShader(shaderDescriptor);
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_material = ctx.ResourceAllocator.CreateMaterial(_shader);
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var imageResults = new ImageResult[_textureFiles.Length];
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