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

@@ -1,7 +1,8 @@
{
"profiles": {
"Ghost.UnitTest (Package)": {
"commandName": "MsixPackage"
"commandName": "MsixPackage",
"nativeDebugging": true
},
"Ghost.UnitTest (Unpackaged)": {
"commandName": "Project"

View File

@@ -1,19 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8" ?>
<Window
x:Class="Ghost.UnitTest.UnitTestAppWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:Ghost.UnitTest"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:local="using:Ghost.UnitTest"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d"
Title="Ghost.UnitTest">
Title="Ghost.UnitTest"
mc:Ignorable="d">
<Window.SystemBackdrop>
<MicaBackdrop />
</Window.SystemBackdrop>
<Grid>
<SwapChainPanel
x:Name="Panel"
HorizontalAlignment="Stretch"
VerticalAlignment="Stretch" />
</Grid>
</Window>

View File

@@ -1,13 +1,68 @@
using Ghost.Graphics;
using Ghost.Graphics.Contracts;
using Microsoft.UI.Xaml;
// To learn more about WinUI, the WinUI project structure,
// and more about our project templates, see: http://aka.ms/winui-project-info.
using Microsoft.UI.Xaml.Media;
using Misaki.HighPerformance.Unsafe.Buffer;
using WinRT;
namespace Ghost.UnitTest;
public sealed partial class UnitTestAppWindow : Window
{
private IRenderer? _renderView;
private ISwapChainPanelNative _swapChainPanelNative;
public UnitTestAppWindow()
{
InitializeComponent();
Activated += UnitTestAppWindow_Activated;
Closed += UnitTestAppWindow_Closed;
Panel.SizeChanged += SwapChainPanel_SizeChanged;
}
private void SwapChainPanel_SizeChanged(object sender, SizeChangedEventArgs e)
{
if (e.NewSize.Width > 8.0 && e.NewSize.Height > 8.0)
{
_renderView?.RequestResize((uint)e.NewSize.Width, (uint)e.NewSize.Height);
}
}
private void UnitTestAppWindow_Activated(object sender, WindowActivatedEventArgs args)
{
AllocationManager.Initialize();
GraphicsPipeline.Initialize(Graphics.Data.GraphicsAPI.D3D12);
GraphicsPipeline.Start();
var guid = typeof(ISwapChainPanelNative.Interface).GUID;
((IWinRTObject)Panel).NativeObject.TryAs(guid, out var swapChainPanelNativeHandle);
_swapChainPanelNative = new ISwapChainPanelNative(swapChainPanelNativeHandle);
_renderView = GraphicsPipeline.GraphicsDevice.CreateRenderer(new(_swapChainPanelNative, (uint)AppWindow.Size.Width, (uint)AppWindow.Size.Height));
CompositionTarget.Rendering += OnRendering;
}
private void UnitTestAppWindow_Closed(object sender, WindowEventArgs args)
{
GraphicsPipeline.SignalCPUReady();
GraphicsPipeline.Shutdown();
AllocationManager.Dispose();
CompositionTarget.Rendering -= OnRendering;
_swapChainPanelNative.Dispose();
_renderView?.Dispose();
}
private void OnRendering(object? sender, object e)
{
if (GraphicsPipeline.WaitForGPUReady(0))
{
DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () =>
{
GraphicsPipeline.SignalCPUReady();
});
}
}
}