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:
@@ -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, () =>
|
||||
{
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
"profiles": {
|
||||
"Ghost.Editor (Package)": {
|
||||
"commandName": "MsixPackage",
|
||||
"nativeDebugging": true
|
||||
"nativeDebugging": false
|
||||
},
|
||||
"Ghost.Editor (Unpackaged)": {
|
||||
"commandName": "Project"
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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());
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
};
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
{
|
||||
"profiles": {
|
||||
"Ghost.UnitTest (Package)": {
|
||||
"commandName": "MsixPackage"
|
||||
"commandName": "MsixPackage",
|
||||
"nativeDebugging": true
|
||||
},
|
||||
"Ghost.UnitTest (Unpackaged)": {
|
||||
"commandName": "Project"
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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();
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user