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

@@ -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()