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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@@ -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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