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.
This commit is contained in:
2025-07-03 23:23:46 +09:00
parent 5ae4128baf
commit 261afa4133
11 changed files with 103 additions and 25 deletions

View File

@@ -130,7 +130,7 @@ internal unsafe class D3D12Renderer : IRenderer
case SwapChainPresenter.TargetType.Hwnd:
var swapChainFullscreenDesc = new SwapChainFullscreenDescription
{
Windowed = false,
Windowed = true,
};
_graphicsDevice.DXGIFactory.Ptr->CreateSwapChainForHwnd(
@@ -150,7 +150,10 @@ internal unsafe class D3D12Renderer : IRenderer
throw new InvalidOperationException("Failed to create IDXGISwapChain4 interface.");
}
_swapChainPresenter.SwapChainPanelNative.SetSwapChain((IntPtr)_swapChain.Get());
if (_swapChainPresenter.Type == SwapChainPresenter.TargetType.Composition)
{
_swapChainPresenter.SwapChainPanelNative.SetSwapChain((IntPtr)_swapChain.Get());
}
_backBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
}
@@ -221,7 +224,7 @@ internal unsafe class D3D12Renderer : IRenderer
ref var frameResource = ref _frameResources[i];
if (frameResource.backBuffer.Get() is not null)
{
frameResource.backBuffer.Reset();
frameResource.backBuffer.Dispose();
_rtvHeap.ReleaseDescriptor(frameResource.backBufferDescriptorIndexes);
}

View File

@@ -49,12 +49,14 @@ public unsafe class D3D12Resource : IResource
fixed (T* ptr = data)
{
var hr = _nativeResource.Get()->Map(0, &range, (void**)&ptr);
void* mappedPtr;
var hr = _nativeResource.Get()->Map(0, &range, &mappedPtr);
if (hr.Failure)
{
var message = hr.ToString();
throw new InvalidOperationException($"Failed to map resource: {message}");
}
Unsafe.CopyBlock(mappedPtr, ptr, size);
_nativeResource.Get()->Unmap(0, &range);
}
}

View File

@@ -220,8 +220,8 @@ public unsafe sealed class Mesh(int initialVertexCapacity = 256, int initialInde
_vertexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(vertexBufferSize);
_indexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(indexBufferSize);
var vertexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(vertexBufferSize, true);
var indexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(indexBufferSize, true);
var vertexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(vertexBufferSize, false);
var indexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(indexBufferSize, false);
vertexUploadBuffer.SetData(_vertices.AsSpan());
indexUploadBuffer.SetData(_indices.AsSpan());

View File

@@ -1,10 +1,12 @@
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.Data;
[StructLayout(LayoutKind.Sequential)]
public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color128 color, Vector4 uv)
{
public unsafe struct Semantic

View File

@@ -118,13 +118,8 @@ public static class GraphicsPipeline
}
}
internal static bool IsGpuReady()
{
return _gpuFenceValue >= _cpuFenceValue;
}
internal static void WaitForGPUReady()
internal static bool WaitForGPUReady(int timeOut = -1)
{
if (_gpuReadyEvent == null)
{
@@ -132,7 +127,7 @@ public static class GraphicsPipeline
}
var eventIndex = (int)(_cpuFenceValue % _FRAME_COUNT);
_gpuReadyEvent[eventIndex].WaitOne();
return _gpuReadyEvent[eventIndex].WaitOne(timeOut);
}
internal static void SignalCPUReady()

View File

@@ -4,6 +4,7 @@ using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.Data;
using Ghost.Graphics.Utilities;
using System.Drawing;
using System.Runtime.CompilerServices;
using Win32;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
@@ -14,6 +15,12 @@ namespace Ghost.Graphics.RenderPasses;
internal unsafe class MeshRenderPass : IRenderPass
{
private const string _HLSL_SOURCE = @"
cbuffer ConstantBuffer : register(b0)
{
float4x4 WVP_Matrix;
};
struct VertexInput
{
float3 position : POSITION;
@@ -56,7 +63,17 @@ float4 PSMain(PixelInput input) : SV_TARGET
private void CreateRootSignature()
{
var rootSignatureDesc = new RootSignatureDescription(0u, null)
var rootParameters = new RootParameter[]
{
new ()
{
ParameterType = RootParameterType.Cbv,
ShaderVisibility = ShaderVisibility.Vertex,
Descriptor = new RootDescriptor(0, 0)
}
};
var rootSignatureDesc = new RootSignatureDescription(0u, (RootParameter*)Unsafe.AsPointer(ref rootParameters[0]))
{
Flags = RootSignatureFlags.AllowInputAssemblerInputLayout
};