Files
GhostEngine/Ghost.Graphics/DX12/DX12DebugLayer.cs
Misaki 8fd1222780 Refactor AppState and rendering pipeline components
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.
2025-06-29 11:38:29 +09:00

36 lines
1.1 KiB
C#

using Ghost.Graphics.Contracts;
using Vortice.Direct3D12;
using Vortice.Direct3D12.Debug;
using Vortice.DXGI;
using Vortice.DXGI.Debug;
namespace Ghost.Graphics.DX12;
internal class DX12DebugLayer : IDebugLayer
{
private readonly ID3D12Debug6 _d3d12Debug;
private readonly IDXGIDebug1 _dxgiDebug;
private readonly IDXGIInfoQueue? _dxgiInfoQueue;
public DX12DebugLayer()
{
_d3d12Debug = D3D12.D3D12GetDebugInterface<ID3D12Debug6>();
_d3d12Debug.EnableDebugLayer();
_dxgiDebug = DXGI.DXGIGetDebugInterface1<IDXGIDebug1>();
_dxgiDebug.EnableLeakTrackingForThread();
_dxgiInfoQueue = DXGI.DXGIGetDebugInterface1<IDXGIInfoQueue>();
_dxgiInfoQueue.SetBreakOnSeverity(DXGI.DebugAll, InfoQueueMessageSeverity.Error, true);
_dxgiInfoQueue.SetBreakOnSeverity(DXGI.DebugAll, InfoQueueMessageSeverity.Corruption, true);
}
public void Dispose()
{
_dxgiDebug.ReportLiveObjects(DXGI.DebugAll, ReportLiveObjectFlags.Detail | ReportLiveObjectFlags.IgnoreInternal);
_d3d12Debug.Dispose();
_dxgiDebug.Dispose();
_dxgiInfoQueue?.Dispose();
}
}