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

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

View File

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

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

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@@ -49,12 +49,14 @@ public unsafe class D3D12Resource : IResource
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)
{
var message = hr.ToString();
throw new InvalidOperationException($"Failed to map resource: {message}");
}
Unsafe.CopyBlock(mappedPtr, ptr, size);
_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);
_indexBuffer = GraphicsPipeline.ResourceAllocator.CreateCopyDestinationBuffer(indexBufferSize);
var vertexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(vertexBufferSize, true);
var indexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(indexBufferSize, true);
var vertexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(vertexBufferSize, false);
var indexUploadBuffer = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(indexBufferSize, false);
vertexUploadBuffer.SetData(_vertices.AsSpan());
indexUploadBuffer.SetData(_indices.AsSpan());

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

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()

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@@ -4,6 +4,7 @@ using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.Data;
using Ghost.Graphics.Utilities;
using System.Drawing;
using System.Runtime.CompilerServices;
using Win32;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
@@ -14,6 +15,12 @@ namespace Ghost.Graphics.RenderPasses;
internal unsafe class MeshRenderPass : IRenderPass
{
private const string _HLSL_SOURCE = @"
cbuffer ConstantBuffer : register(b0)
{
float4x4 WVP_Matrix;
};
struct VertexInput
{
float3 position : POSITION;
@@ -56,7 +63,17 @@ float4 PSMain(PixelInput input) : SV_TARGET
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
};

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

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@@ -3,17 +3,20 @@
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>

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@@ -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();
});
}
}
}