Files
GhostEngine/Ghost.Graphics/D3D12/D3D12DebugLayer.cs
Misaki 5ae4128baf Enhance graphics engine and code organization
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`.
Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`.
Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`.
Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`.
Added new `Color32` and `Color128` structs for color representation in `Color.cs`.

Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files.
Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`.
Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation.

Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`.
Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects.
Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs.
Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures.
Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods.

Refactored the `AppStateMachine` class to use private fields instead of static fields for state management.
Refactored the `ComponentDataView` class to use the new namespace and improve organization.
Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.

Made various adjustments to ensure consistency and improve code quality across multiple files.
2025-07-02 21:30:10 +09:00

35 lines
1.2 KiB
C#

using Ghost.Graphics.Contracts;
using Win32;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi;
namespace Ghost.Graphics.D3D12;
internal unsafe class D3D12DebugLayer : IDebugLayer
{
private readonly ComPtr<ID3D12Debug6> _d3d12Debug;
private readonly ComPtr<IDXGIDebug1> _dxgiDebug;
private readonly ComPtr<IDXGIInfoQueue> _dxgiInfoQueue;
public D3D12DebugLayer()
{
D3D12GetDebugInterface(__uuidof<ID3D12Debug6>(), _d3d12Debug.GetVoidAddressOf());
_d3d12Debug.Get()->EnableDebugLayer();
DXGIGetDebugInterface1(0u, __uuidof<IDXGIDebug1>(), _dxgiDebug.GetVoidAddressOf());
_dxgiDebug.Get()->EnableLeakTrackingForThread();
DXGIGetDebugInterface1(0u, __uuidof<IDXGIInfoQueue>(), _dxgiInfoQueue.GetVoidAddressOf());
_dxgiInfoQueue.Get()->SetBreakOnSeverity(DXGI_DEBUG_ALL, InfoQueueMessageSeverity.Error, true);
_dxgiInfoQueue.Get()->SetBreakOnSeverity(DXGI_DEBUG_ALL, InfoQueueMessageSeverity.Corruption, true);
}
public void Dispose()
{
_dxgiDebug.Get()->ReportLiveObjects(DXGI_DEBUG_ALL, ReportLiveObjectFlags.Detail | ReportLiveObjectFlags.IgnoreInternal);
_d3d12Debug.Dispose();
_dxgiDebug.Dispose();
_dxgiInfoQueue.Dispose();
}
}