forked from Misaki/GhostEngine
Changed the `AppStateMachine` to implement `IDisposable` and `IAsyncDisposable` for better resource management. Changed the `IAppState` interface to include asynchronous methods for state transitions. Changed the `App` class to start the host asynchronously and added an `OnClosed` method for proper shutdown. Changed the `EditorState` class to ensure the window closes correctly when exiting the state. Changed the `LandingState` class to improve window activation and deactivation management. Changed the `HostHelper` class to register `LandingWindow` and `EngineEditorWindow` as singletons for better performance. Changed the `ScenePage` class to utilize a new interface for swap chain management. Changed the `OpenProjectPage` and `CreateProjectPage` classes to enhance navigation handling. Changed the `ConsoleViewModel` to improve log update handling with a new context structure. Changed the `OpenProjectViewModel` to clear project lists when navigating away. Changed the `EngineCore` class to start the graphics pipeline asynchronously. Changed the `Logger` class to use a new context structure for log changes. Added the `ICommandBuffer`, `IGraphicsDevice`, and `IRenderView` interfaces to enhance the rendering pipeline. Changed the `DX12CommandBuffer`, `DX12GraphicsDevice`, and `DX12RenderView` classes for improved resource management and rendering efficiency. Refactored the `Mesh` class to use a new `Vertex` structure for simplified vertex management. Added the `TextureUtility` class for texture management utilities, including mip count calculation. Changed the `launchSettings.json` to include a new profile for the graphics project with native debugging enabled. Changed the `MeshBuilder` class to utilize the new `Vertex` structure for vertex creation.
36 lines
1.1 KiB
C#
36 lines
1.1 KiB
C#
using Ghost.Graphics.Contracts;
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using Vortice.Direct3D12;
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using Vortice.Direct3D12.Debug;
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using Vortice.DXGI;
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using Vortice.DXGI.Debug;
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namespace Ghost.Graphics.DX12;
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internal class DX12DebugLayer : IDebugLayer
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{
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private readonly ID3D12Debug6 _d3d12Debug;
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private readonly IDXGIDebug1 _dxgiDebug;
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private readonly IDXGIInfoQueue? _dxgiInfoQueue;
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public DX12DebugLayer()
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{
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_d3d12Debug = D3D12.D3D12GetDebugInterface<ID3D12Debug6>();
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_d3d12Debug.EnableDebugLayer();
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_dxgiDebug = DXGI.DXGIGetDebugInterface1<IDXGIDebug1>();
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_dxgiDebug.EnableLeakTrackingForThread();
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_dxgiInfoQueue = DXGI.DXGIGetDebugInterface1<IDXGIInfoQueue>();
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_dxgiInfoQueue.SetBreakOnSeverity(DXGI.DebugAll, InfoQueueMessageSeverity.Error, true);
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_dxgiInfoQueue.SetBreakOnSeverity(DXGI.DebugAll, InfoQueueMessageSeverity.Corruption, true);
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}
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public void Dispose()
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{
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_dxgiDebug.ReportLiveObjects(DXGI.DebugAll, ReportLiveObjectFlags.Detail | ReportLiveObjectFlags.IgnoreInternal);
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_d3d12Debug.Dispose();
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_dxgiDebug.Dispose();
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_dxgiInfoQueue?.Dispose();
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}
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} |