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

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@@ -64,7 +64,7 @@ internal class EditorState : IAppState
private void OnRendering(object? sender, object e) private void OnRendering(object? sender, object e)
{ {
if (GraphicsPipeline.IsGpuReady()) if (GraphicsPipeline.WaitForGPUReady(0))
{ {
_window?.DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () => _window?.DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () =>
{ {

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@@ -2,7 +2,7 @@
"profiles": { "profiles": {
"Ghost.Editor (Package)": { "Ghost.Editor (Package)": {
"commandName": "MsixPackage", "commandName": "MsixPackage",
"nativeDebugging": true "nativeDebugging": false
}, },
"Ghost.Editor (Unpackaged)": { "Ghost.Editor (Unpackaged)": {
"commandName": "Project" "commandName": "Project"

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@@ -130,7 +130,7 @@ internal unsafe class D3D12Renderer : IRenderer
case SwapChainPresenter.TargetType.Hwnd: case SwapChainPresenter.TargetType.Hwnd:
var swapChainFullscreenDesc = new SwapChainFullscreenDescription var swapChainFullscreenDesc = new SwapChainFullscreenDescription
{ {
Windowed = false, Windowed = true,
}; };
_graphicsDevice.DXGIFactory.Ptr->CreateSwapChainForHwnd( _graphicsDevice.DXGIFactory.Ptr->CreateSwapChainForHwnd(
@@ -150,7 +150,10 @@ internal unsafe class D3D12Renderer : IRenderer
throw new InvalidOperationException("Failed to create IDXGISwapChain4 interface."); throw new InvalidOperationException("Failed to create IDXGISwapChain4 interface.");
} }
_swapChainPresenter.SwapChainPanelNative.SetSwapChain((IntPtr)_swapChain.Get()); if (_swapChainPresenter.Type == SwapChainPresenter.TargetType.Composition)
{
_swapChainPresenter.SwapChainPanelNative.SetSwapChain((IntPtr)_swapChain.Get());
}
_backBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex(); _backBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
} }
@@ -221,7 +224,7 @@ internal unsafe class D3D12Renderer : IRenderer
ref var frameResource = ref _frameResources[i]; ref var frameResource = ref _frameResources[i];
if (frameResource.backBuffer.Get() is not null) if (frameResource.backBuffer.Get() is not null)
{ {
frameResource.backBuffer.Reset(); frameResource.backBuffer.Dispose();
_rtvHeap.ReleaseDescriptor(frameResource.backBufferDescriptorIndexes); _rtvHeap.ReleaseDescriptor(frameResource.backBufferDescriptorIndexes);
} }

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@@ -49,12 +49,14 @@ public unsafe class D3D12Resource : IResource
fixed (T* ptr = data) fixed (T* ptr = data)
{ {
var hr = _nativeResource.Get()->Map(0, &range, (void**)&ptr); void* mappedPtr;
var hr = _nativeResource.Get()->Map(0, &range, &mappedPtr);
if (hr.Failure) if (hr.Failure)
{ {
var message = hr.ToString(); var message = hr.ToString();
throw new InvalidOperationException($"Failed to map resource: {message}"); throw new InvalidOperationException($"Failed to map resource: {message}");
} }
Unsafe.CopyBlock(mappedPtr, ptr, size);
_nativeResource.Get()->Unmap(0, &range); _nativeResource.Get()->Unmap(0, &range);
} }
} }

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@@ -220,8 +220,8 @@ public unsafe sealed class Mesh(int initialVertexCapacity = 256, int initialInde
_vertexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(vertexBufferSize); _vertexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(vertexBufferSize);
_indexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(indexBufferSize); _indexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(indexBufferSize);
var vertexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(vertexBufferSize, true); var vertexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(vertexBufferSize, false);
var indexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(indexBufferSize, true); var indexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(indexBufferSize, false);
vertexUploadBuffer.SetData(_vertices.AsSpan()); vertexUploadBuffer.SetData(_vertices.AsSpan());
indexUploadBuffer.SetData(_indices.AsSpan()); indexUploadBuffer.SetData(_indices.AsSpan());

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@@ -1,10 +1,12 @@
using System.Numerics; using System.Numerics;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text; using System.Text;
using Win32.Graphics.Dxgi.Common; using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.Data; namespace Ghost.Graphics.Data;
[StructLayout(LayoutKind.Sequential)]
public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color128 color, Vector4 uv) public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color128 color, Vector4 uv)
{ {
public unsafe struct Semantic public unsafe struct Semantic

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@@ -118,13 +118,8 @@ public static class GraphicsPipeline
} }
} }
internal static bool IsGpuReady()
{
return _gpuFenceValue >= _cpuFenceValue;
}
internal static bool WaitForGPUReady(int timeOut = -1)
internal static void WaitForGPUReady()
{ {
if (_gpuReadyEvent == null) if (_gpuReadyEvent == null)
{ {
@@ -132,7 +127,7 @@ public static class GraphicsPipeline
} }
var eventIndex = (int)(_cpuFenceValue % _FRAME_COUNT); var eventIndex = (int)(_cpuFenceValue % _FRAME_COUNT);
_gpuReadyEvent[eventIndex].WaitOne(); return _gpuReadyEvent[eventIndex].WaitOne(timeOut);
} }
internal static void SignalCPUReady() internal static void SignalCPUReady()

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@@ -4,6 +4,7 @@ using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.Data; using Ghost.Graphics.Data;
using Ghost.Graphics.Utilities; using Ghost.Graphics.Utilities;
using System.Drawing; using System.Drawing;
using System.Runtime.CompilerServices;
using Win32; using Win32;
using Win32.Graphics.Direct3D; using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12; using Win32.Graphics.Direct3D12;
@@ -14,6 +15,12 @@ namespace Ghost.Graphics.RenderPasses;
internal unsafe class MeshRenderPass : IRenderPass internal unsafe class MeshRenderPass : IRenderPass
{ {
private const string _HLSL_SOURCE = @" private const string _HLSL_SOURCE = @"
cbuffer ConstantBuffer : register(b0)
{
float4x4 WVP_Matrix;
};
struct VertexInput struct VertexInput
{ {
float3 position : POSITION; float3 position : POSITION;
@@ -56,7 +63,17 @@ float4 PSMain(PixelInput input) : SV_TARGET
private void CreateRootSignature() private void CreateRootSignature()
{ {
var rootSignatureDesc = new RootSignatureDescription(0u, null) var rootParameters = new RootParameter[]
{
new ()
{
ParameterType = RootParameterType.Cbv,
ShaderVisibility = ShaderVisibility.Vertex,
Descriptor = new RootDescriptor(0, 0)
}
};
var rootSignatureDesc = new RootSignatureDescription(0u, (RootParameter*)Unsafe.AsPointer(ref rootParameters[0]))
{ {
Flags = RootSignatureFlags.AllowInputAssemblerInputLayout Flags = RootSignatureFlags.AllowInputAssemblerInputLayout
}; };

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

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

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@@ -1,13 +1,68 @@
using Ghost.Graphics;
using Ghost.Graphics.Contracts;
using Microsoft.UI.Xaml; using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Media;
// To learn more about WinUI, the WinUI project structure, using Misaki.HighPerformance.Unsafe.Buffer;
// and more about our project templates, see: http://aka.ms/winui-project-info. using WinRT;
namespace Ghost.UnitTest; namespace Ghost.UnitTest;
public sealed partial class UnitTestAppWindow : Window public sealed partial class UnitTestAppWindow : Window
{ {
private IRenderer? _renderView;
private ISwapChainPanelNative _swapChainPanelNative;
public UnitTestAppWindow() public UnitTestAppWindow()
{ {
InitializeComponent(); 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();
});
}
} }
} }