Update rendering and resource management
Changed the `EditorState` class to use a timeout in the `WaitForGPUReady` method for improved responsiveness. Changed the `nativeDebugging` setting in `launchSettings.json` to `false` for the "Ghost.Editor (Package)" profile. Changed the `D3D12Renderer` class to set the swap chain only for the composition target type and replaced back buffer reset with dispose. Changed the mapping of resources in `D3D12Resource` to use a pointer for improved safety and clarity. Changed the `Mesh` class's upload buffer creation to not use the `true` flag for better memory management. Added a new `Vertex` struct with a `StructLayout` attribute for improved interoperability with unmanaged code. Refactored the `GraphicsPipeline` class to replace `IsGpuReady` with `WaitForGPUReady`, including a timeout parameter. Added a constant buffer to the HLSL source code in `MeshRenderPass` for passing transformation matrices to the vertex shader. Expanded the `UnitTestAppWindow` class to include event handlers for window activation and size changes for better resource management. Updated the XAML for `UnitTestAppWindow` to include a `SwapChainPanel` and corrected the XML declaration for formatting consistency.
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@@ -130,7 +130,7 @@ internal unsafe class D3D12Renderer : IRenderer
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case SwapChainPresenter.TargetType.Hwnd:
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var swapChainFullscreenDesc = new SwapChainFullscreenDescription
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{
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Windowed = false,
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Windowed = true,
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};
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_graphicsDevice.DXGIFactory.Ptr->CreateSwapChainForHwnd(
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@@ -150,7 +150,10 @@ internal unsafe class D3D12Renderer : IRenderer
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throw new InvalidOperationException("Failed to create IDXGISwapChain4 interface.");
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}
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_swapChainPresenter.SwapChainPanelNative.SetSwapChain((IntPtr)_swapChain.Get());
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if (_swapChainPresenter.Type == SwapChainPresenter.TargetType.Composition)
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{
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_swapChainPresenter.SwapChainPanelNative.SetSwapChain((IntPtr)_swapChain.Get());
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}
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_backBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
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}
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@@ -221,7 +224,7 @@ internal unsafe class D3D12Renderer : IRenderer
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ref var frameResource = ref _frameResources[i];
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if (frameResource.backBuffer.Get() is not null)
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{
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frameResource.backBuffer.Reset();
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frameResource.backBuffer.Dispose();
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_rtvHeap.ReleaseDescriptor(frameResource.backBufferDescriptorIndexes);
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}
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@@ -49,12 +49,14 @@ public unsafe class D3D12Resource : IResource
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fixed (T* ptr = data)
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{
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var hr = _nativeResource.Get()->Map(0, &range, (void**)&ptr);
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void* mappedPtr;
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var hr = _nativeResource.Get()->Map(0, &range, &mappedPtr);
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if (hr.Failure)
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{
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var message = hr.ToString();
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throw new InvalidOperationException($"Failed to map resource: {message}");
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}
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Unsafe.CopyBlock(mappedPtr, ptr, size);
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_nativeResource.Get()->Unmap(0, &range);
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}
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}
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@@ -220,8 +220,8 @@ public unsafe sealed class Mesh(int initialVertexCapacity = 256, int initialInde
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_vertexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(vertexBufferSize);
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_indexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(indexBufferSize);
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var vertexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(vertexBufferSize, true);
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var indexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(indexBufferSize, true);
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var vertexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(vertexBufferSize, false);
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var indexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(indexBufferSize, false);
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vertexUploadBuffer.SetData(_vertices.AsSpan());
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indexUploadBuffer.SetData(_indices.AsSpan());
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@@ -1,10 +1,12 @@
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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using Win32.Graphics.Dxgi.Common;
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namespace Ghost.Graphics.Data;
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[StructLayout(LayoutKind.Sequential)]
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public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color128 color, Vector4 uv)
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{
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public unsafe struct Semantic
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@@ -118,13 +118,8 @@ public static class GraphicsPipeline
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}
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}
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internal static bool IsGpuReady()
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{
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return _gpuFenceValue >= _cpuFenceValue;
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}
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internal static void WaitForGPUReady()
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internal static bool WaitForGPUReady(int timeOut = -1)
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{
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if (_gpuReadyEvent == null)
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{
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@@ -132,7 +127,7 @@ public static class GraphicsPipeline
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}
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var eventIndex = (int)(_cpuFenceValue % _FRAME_COUNT);
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_gpuReadyEvent[eventIndex].WaitOne();
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return _gpuReadyEvent[eventIndex].WaitOne(timeOut);
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}
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internal static void SignalCPUReady()
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@@ -4,6 +4,7 @@ using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.Data;
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using Ghost.Graphics.Utilities;
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using System.Drawing;
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using System.Runtime.CompilerServices;
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using Win32;
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using Win32.Graphics.Direct3D;
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using Win32.Graphics.Direct3D12;
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@@ -14,6 +15,12 @@ namespace Ghost.Graphics.RenderPasses;
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internal unsafe class MeshRenderPass : IRenderPass
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{
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private const string _HLSL_SOURCE = @"
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cbuffer ConstantBuffer : register(b0)
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{
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float4x4 WVP_Matrix;
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};
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struct VertexInput
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{
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float3 position : POSITION;
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@@ -56,7 +63,17 @@ float4 PSMain(PixelInput input) : SV_TARGET
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private void CreateRootSignature()
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{
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var rootSignatureDesc = new RootSignatureDescription(0u, null)
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var rootParameters = new RootParameter[]
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{
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new ()
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{
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ParameterType = RootParameterType.Cbv,
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ShaderVisibility = ShaderVisibility.Vertex,
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Descriptor = new RootDescriptor(0, 0)
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}
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};
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var rootSignatureDesc = new RootSignatureDescription(0u, (RootParameter*)Unsafe.AsPointer(ref rootParameters[0]))
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{
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Flags = RootSignatureFlags.AllowInputAssemblerInputLayout
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};
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