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:
@@ -1,7 +1,8 @@
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{
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"profiles": {
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"Ghost.UnitTest (Package)": {
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"commandName": "MsixPackage"
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"commandName": "MsixPackage",
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"nativeDebugging": true
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},
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"Ghost.UnitTest (Unpackaged)": {
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"commandName": "Project"
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@@ -1,19 +1,22 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8" ?>
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<Window
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x:Class="Ghost.UnitTest.UnitTestAppWindow"
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xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
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xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
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xmlns:local="using:Ghost.UnitTest"
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xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
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xmlns:local="using:Ghost.UnitTest"
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xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
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mc:Ignorable="d"
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Title="Ghost.UnitTest">
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Title="Ghost.UnitTest"
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mc:Ignorable="d">
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<Window.SystemBackdrop>
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<MicaBackdrop />
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</Window.SystemBackdrop>
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<Grid>
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<SwapChainPanel
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x:Name="Panel"
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HorizontalAlignment="Stretch"
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VerticalAlignment="Stretch" />
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</Grid>
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</Window>
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@@ -1,13 +1,68 @@
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using Ghost.Graphics;
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using Ghost.Graphics.Contracts;
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using Microsoft.UI.Xaml;
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// To learn more about WinUI, the WinUI project structure,
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// and more about our project templates, see: http://aka.ms/winui-project-info.
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using Microsoft.UI.Xaml.Media;
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using Misaki.HighPerformance.Unsafe.Buffer;
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using WinRT;
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namespace Ghost.UnitTest;
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public sealed partial class UnitTestAppWindow : Window
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{
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private IRenderer? _renderView;
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private ISwapChainPanelNative _swapChainPanelNative;
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public UnitTestAppWindow()
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{
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InitializeComponent();
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Activated += UnitTestAppWindow_Activated;
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Closed += UnitTestAppWindow_Closed;
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Panel.SizeChanged += SwapChainPanel_SizeChanged;
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}
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private void SwapChainPanel_SizeChanged(object sender, SizeChangedEventArgs e)
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{
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if (e.NewSize.Width > 8.0 && e.NewSize.Height > 8.0)
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{
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_renderView?.RequestResize((uint)e.NewSize.Width, (uint)e.NewSize.Height);
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}
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}
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private void UnitTestAppWindow_Activated(object sender, WindowActivatedEventArgs args)
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{
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AllocationManager.Initialize();
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GraphicsPipeline.Initialize(Graphics.Data.GraphicsAPI.D3D12);
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GraphicsPipeline.Start();
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var guid = typeof(ISwapChainPanelNative.Interface).GUID;
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((IWinRTObject)Panel).NativeObject.TryAs(guid, out var swapChainPanelNativeHandle);
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_swapChainPanelNative = new ISwapChainPanelNative(swapChainPanelNativeHandle);
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_renderView = GraphicsPipeline.GraphicsDevice.CreateRenderer(new(_swapChainPanelNative, (uint)AppWindow.Size.Width, (uint)AppWindow.Size.Height));
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CompositionTarget.Rendering += OnRendering;
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}
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private void UnitTestAppWindow_Closed(object sender, WindowEventArgs args)
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{
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GraphicsPipeline.SignalCPUReady();
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GraphicsPipeline.Shutdown();
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AllocationManager.Dispose();
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CompositionTarget.Rendering -= OnRendering;
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_swapChainPanelNative.Dispose();
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_renderView?.Dispose();
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}
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private void OnRendering(object? sender, object e)
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{
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if (GraphicsPipeline.WaitForGPUReady(0))
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{
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DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () =>
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{
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GraphicsPipeline.SignalCPUReady();
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});
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}
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}
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}
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