Add new interfaces and refactor rendering logic
Added a new `ConstPtr<T>` struct for type-safe pointers. Added a new `ICommandBuffer` interface for resource copying. Added a new `IRenderPass` interface to define render passes. Added a new `IResource` interface for GPU resources. Added a new `IResourceAllocator` interface for resource management. Added a new `ISwapChainPanelNative` struct for native interactions. Added a new `D3D12Utility` class for Direct3D 12 utilities. Added a new package reference for `Vortice.Win32.Graphics.D3D12MemoryAllocator`. Changed project file to allow unsafe code blocks. Changed `Result` struct methods to improve clarity. Changed error handling in `ProjectService` and `AssetDatabase` to use `Result.Failure()`. Changed `launchSettings.json` to enable native debugging. Changed rendering logic in `ScenePage.xaml.cs` to use `IRenderer`. Changed `IGraphicsDevice` interface to include renderer properties. Changed `IRenderView` to `IRenderer` and updated its methods. Changed `Mesh` class to use the new `IResource` interface for buffers. Changed `GraphicsAPI` enum to include a `None` value. Changed various aspects of the `GraphicsPipeline` class for new architecture. Removed the old `DX12RenderView` class and replaced it with `DX12Renderer`. Removed unnecessary code in the `ResourceView` class.
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17
Ghost.Core/ConstPtr.cs
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17
Ghost.Core/ConstPtr.cs
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@@ -0,0 +1,17 @@
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namespace Ghost.Core;
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public unsafe readonly struct ConstPtr<T>
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where T : unmanaged
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{
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private readonly T* _ptr;
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public ConstPtr(T* ptr)
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{
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_ptr = ptr;
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}
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public readonly T* Ptr => _ptr;
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public static implicit operator T*(ConstPtr<T> constPtr) => constPtr._ptr;
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public static implicit operator ConstPtr<T>(T* ptr) => new(ptr);
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}
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@@ -4,6 +4,7 @@
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<TargetFramework>net9.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
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</PropertyGroup>
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</Project>
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@@ -12,17 +12,17 @@ public readonly struct Result
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this.message = message;
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}
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public static Result OK()
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public static Result Success()
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{
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return new Result(true);
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}
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public static Result Error(string? message)
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public static Result Failure(string? message)
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{
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return new Result(false, message);
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}
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public void CheckSuccess()
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public void EnsureSuccess()
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{
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if (!success)
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{
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@@ -47,17 +47,17 @@ public readonly struct Result<T>
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this.message = message;
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}
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public static Result<T> OK(T data)
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public static Result<T> Success(T data)
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{
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return new Result<T>(true, data);
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}
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public static Result<T> Error(string? message)
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public static Result<T> Failure(string? message)
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{
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return new Result<T>(false, default!, message);
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}
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public void CheckSuccess()
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public void EnsureSuccess()
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{
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if (!success)
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{
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