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.
65 lines
2.0 KiB
C#
65 lines
2.0 KiB
C#
using Ghost.Core;
|
|
using Ghost.Graphics.Test.Windows;
|
|
|
|
using Microsoft.UI.Xaml;
|
|
using Microsoft.VisualStudio.TestTools.UnitTesting.AppContainer;
|
|
using System.Runtime.InteropServices;
|
|
|
|
// To learn more about WinUI, the WinUI project structure,
|
|
// and more about our project templates, see: http://aka.ms/winui-project-info.
|
|
|
|
namespace Ghost.Graphics.Test;
|
|
/// <summary>
|
|
/// Provides application-specific behavior to supplement the default Application class.
|
|
/// </summary>
|
|
public partial class UnitTestApp : Application
|
|
{
|
|
private Window? _window;
|
|
|
|
/// <summary>
|
|
/// Initializes the singleton application object. This is the first line of authored code
|
|
/// executed, and as such is the logical equivalent of main() or WinMain().
|
|
/// </summary>
|
|
public UnitTestApp()
|
|
{
|
|
InitializeComponent();
|
|
}
|
|
|
|
private static void LoadDll()
|
|
{
|
|
var currentDir = AppContext.BaseDirectory;
|
|
var platform = OperatingSystem.IsWindows() ? "win" :
|
|
OperatingSystem.IsLinux() ? "linux" :
|
|
OperatingSystem.IsMacOS() ? "osx" : "unknown";
|
|
var arch = Environment.Is64BitProcess ? "x64" : "x86";
|
|
var nativeDllDir = Path.Combine(currentDir, "runtime", platform + "-" + arch, "native");
|
|
if (Directory.Exists(nativeDllDir))
|
|
{
|
|
foreach (var dll in Directory.EnumerateFiles(nativeDllDir, "*.dll"))
|
|
{
|
|
NativeLibrary.Load(dll);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invoked when the application is launched.
|
|
/// </summary>
|
|
/// <param name="args">Details about the launch request and process.</param>
|
|
protected override void OnLaunched(LaunchActivatedEventArgs args)
|
|
{
|
|
LoadDll();
|
|
|
|
_window = new GraphicsTestWindow();
|
|
_window.Activate();
|
|
|
|
UnhandledException += (sender, e) =>
|
|
{
|
|
Logger.LogError(e.Exception);
|
|
#if DEBUG
|
|
System.Diagnostics.Debugger.Break();
|
|
#endif
|
|
};
|
|
}
|
|
}
|