Files
GhostEngine/Ghost.Graphics.Test/Windows/GraphicsTestWindow.xaml.cs
Misaki 1c155f962c Render graph: native pass merging & heap-based aliasing
Major architecture upgrade:
- Add native render pass merging (hardware pass grouping, load/store op inference)
- Implement heap-based aliasing for textures & buffers (D3D12-style)
- Unify resource model: buffers and textures in one registry
- Extend builder API for buffer creation/usage, access flags, hints
- Improve barrier/state tracking (buffer hints, indirect argument state)
- Update caching, hashing, and debug output for new model
- Add enums/structs: AttachmentLoadOp, StoreOp, BufferHint, etc.
- D3D12 backend: support named resources, temp upload buffers, correct heap usage
- Update docs, benchmarks, and project files for new features

Brings render graph closer to AAA engine standards, enabling efficient memory usage, lower driver overhead, and a more flexible API.
2026-01-16 01:59:33 +09:00

115 lines
3.5 KiB
C#

using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
using Microsoft.UI.Xaml.Media;
using Misaki.HighPerformance.Mathematics;
namespace Ghost.Graphics.Test.Windows;
public sealed partial class GraphicsTestWindow : Window
{
private IRenderSystem? _renderSystem;
private IRenderer? _renderer;
private ISwapChain? _swapChain;
private bool _isFirstActivationHandled;
public GraphicsTestWindow()
{
InitializeComponent();
Activated += GraphicsTestWindow_Activated;
Closed += GraphicsTestWindow_Closed;
Panel.SizeChanged += SwapChainPanel_SizeChanged;
Panel.CompositionScaleChanged += SwapChainPanel_CompositionScaleChanged;
}
private void GraphicsTestWindow_Activated(object sender, WindowActivatedEventArgs e)
{
if (_isFirstActivationHandled)
{
return;
}
#if DEBUG
Misaki.HighPerformance.LowLevel.Buffer.AllocationManager.EnableDebugLayer();
#endif
_renderSystem = new RenderSystem(new RenderingConfig()
{
FrameBufferCount = 2,
GraphicsAPI = GraphicsAPI.Direct3D12
});
_renderer = _renderSystem.GraphicsEngine.CreateRenderer();
_swapChain = _renderSystem.GraphicsEngine.CreateSwapChain(new SwapChainDesc
{
Width = (uint)AppWindow.Size.Width,
Height = (uint)AppWindow.Size.Height,
ScaleX = Panel.CompositionScaleX,
ScaleY = Panel.CompositionScaleY,
Format = TextureFormat.B8G8R8A8_UNorm,
Target = SwapChainTarget.FromCompositionSurface(Panel)
});
_renderer.RenderOutput = new SwapChainRenderOutput(_swapChain);
_renderSystem.Start();
CompositionTarget.Rendering += OnRendering;
e.Handled = true;
_isFirstActivationHandled = true;
}
private void GraphicsTestWindow_Closed(object sender, WindowEventArgs e)
{
CompositionTarget.Rendering -= OnRendering;
_renderSystem?.Stop();
_renderer?.Dispose();
_swapChain?.Dispose();
_renderSystem?.Dispose();
Misaki.HighPerformance.LowLevel.Buffer.AllocationManager.Dispose();
}
private void SwapChainPanel_SizeChanged(object sender, SizeChangedEventArgs e)
{
if (_renderSystem == null || _swapChain == null || _renderer == null)
{
return;
}
var newWidth = (uint)(Panel.ActualWidth * Panel.CompositionScaleX);
var newHeight = (uint)(Panel.ActualHeight * Panel.CompositionScaleY);
if (newWidth < 8 || newHeight < 8)
{
return;
}
_renderSystem.RequestSwapChainResize(_swapChain, new uint2(newWidth, newHeight));
_renderer.RenderOutput!.Viewport = new ViewportDesc { Width = newWidth, Height = newHeight, MinDepth = 0.0f, MaxDepth = 1.0f };
_renderer.RenderOutput!.Scissor = new RectDesc { Right = newWidth, Bottom = newHeight };
}
private void SwapChainPanel_CompositionScaleChanged(SwapChainPanel sender, object args)
{
_swapChain?.SetScale(sender.CompositionScaleX, sender.CompositionScaleY);
}
private void OnRendering(object? sender, object e)
{
if (_renderSystem == null)
{
return;
}
if (_renderSystem.CPUFenceValue < _renderSystem.GPUFenceValue + _renderSystem.MaxFrameLatency)
{
_renderSystem.SignalCPUReady();
}
}
}