Files
GhostEngine/Ghost.UnitTest/Windows/GraphicsTestWindow.xaml.cs
Misaki a39f377533 Refactor GPU resource management and rendering pipeline
- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers.
- Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety.
- Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling.
- Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management.
- Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures.
- Enhanced `ICommandBuffer` with new upload operations for buffers and textures.
- Refactored `Vertex` struct for simplified memory layout and better performance.
- Updated `MeshBuilder` and rendering logic to align with new resource and shader structures.
- Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`.
- Removed unused classes and performed general cleanup.
- Updated unit tests and demos to reflect the new architecture.
2025-09-19 23:20:15 +09:00

71 lines
2.0 KiB
C#

using Ghost.Graphics;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.D3D12;
using Ghost.Graphics.RHI;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Media;
using Misaki.HighPerformance.LowLevel.Buffer;
using WinRT;
namespace Ghost.UnitTest.Windows;
public sealed partial class GraphicsTestWindow : Window
{
private RenderSystem? _renderSystem;
private IRenderer? _renderer;
private ISwapChain? _swapChain;
public GraphicsTestWindow()
{
InitializeComponent();
Panel.Loaded += SwapChainPanel_Loaded;
Panel.Unloaded += SwapChainPanel_Unloaded;
Panel.SizeChanged += SwapChainPanel_SizeChanged;
}
private void SwapChainPanel_Loaded(object sender, RoutedEventArgs e)
{
#if DEBUG
AllocationManager.EnableDebugLayer();
#endif
_renderSystem = new (GraphicsAPI.Direct3D12);
_renderer = _renderSystem.CreateRenderer();
_swapChain = _renderSystem.GraphicsEngine.CreateSwapChain(new SwapChainDesc((uint)AppWindow.Size.Width, (uint)AppWindow.Size.Height, SwapChainTarget.FromCompositionSurface(Panel)));
_renderer.SetSwapChain(_swapChain);
CompositionTarget.Rendering += OnRendering;
}
private void SwapChainPanel_Unloaded(object sender, RoutedEventArgs e)
{
CompositionTarget.Rendering -= OnRendering;
_swapChain?.Dispose();
_renderer?.Dispose();
_renderSystem?.Dispose();
}
private void SwapChainPanel_SizeChanged(object sender, SizeChangedEventArgs e)
{
if (e.NewSize.Width > 8.0 && e.NewSize.Height > 8.0)
{
_renderer?.RequestResize((uint)e.NewSize.Width, (uint)e.NewSize.Height);
}
}
private void OnRendering(object? sender, object e)
{
//if (GraphicsPipeline.CPUFenceValue < GraphicsPipeline.GPUFenceValue + GraphicsPipeline._FRAME_COUNT)
//{
// DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () =>
// {
// GraphicsPipeline.SignalCPUReady();
// });
//}
}
}