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