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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@@ -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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