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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@@ -1,18 +1,23 @@
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using Ghost.Graphics.Contracts;
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using Ghost.Core;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.Data;
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using Ghost.Graphics.DX12;
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using System.Runtime.CompilerServices;
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namespace Ghost.Graphics;
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public static class GraphicsPipeline
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{
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internal const int FRAME_COUNT = 2;
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internal const int _FRAME_COUNT = 2;
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private static IGraphicsDevice? _graphicsDevice;
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private static IResourceAllocator? _resourceAllocator;
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private static Thread? _renderThread;
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private static bool _isRunning;
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public static IGraphicsDevice GraphicsDevice
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internal static IGraphicsDevice GraphicsDevice
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{
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get
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{
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@@ -20,26 +25,61 @@ public static class GraphicsPipeline
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{
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throw new InvalidOperationException("Graphics pipeline is not initialized.");
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}
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return _graphicsDevice;
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}
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}
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internal static IResourceAllocator ResourceAllocator
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{
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get
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{
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if (_resourceAllocator == null)
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{
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throw new InvalidOperationException("Resource allocator is not initialized.");
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}
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return _resourceAllocator;
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}
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}
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public static GraphicsAPI CurrentAPI
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{
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get;
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private set;
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}
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internal static void Initialize(GraphicsAPI api)
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{
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_graphicsDevice = api switch
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switch (api)
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{
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GraphicsAPI.DX12 => DX12.DX12GraphicsDevice.Create(),
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_ => throw new NotSupportedException($"Graphics API {api} is not supported.")
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};
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case GraphicsAPI.DX12:
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_graphicsDevice = new DX12GraphicsDevice();
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_resourceAllocator = new DX12ResourceAllocator();
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break;
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default:
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throw new NotSupportedException($"Graphics API {api} is not supported.");
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}
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_renderThread = new Thread(RenderLoop);
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CurrentAPI = api;
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}
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private static void RenderLoop()
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{
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while (_isRunning)
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{
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GraphicsDevice.OnRender();
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if (_graphicsDevice == null)
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{
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throw new ArgumentException("Renderer has been disposed or is not initialized.");
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}
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foreach (var renderer in _graphicsDevice.Renderers)
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{
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renderer.ExecutePendingResize();
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renderer.Render();
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}
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}
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}
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@@ -70,8 +110,32 @@ public static class GraphicsPipeline
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Stop();
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_graphicsDevice?.Dispose();
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_resourceAllocator?.Dispose();
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_graphicsDevice = null;
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_renderThread = null;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static T GetRenderer<T>()
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where T : class, IGraphicsDevice
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{
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if (T.TargetAPI != CurrentAPI)
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{
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throw new InvalidOperationException($"No graphics device of type {typeof(T)} available for the current API.");
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}
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return Unsafe.As<T>(GraphicsDevice);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Result CheckAPI(GraphicsAPI expectedAPI)
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{
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if (CurrentAPI != expectedAPI)
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{
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return Result.Failure($"Expected API {expectedAPI}, but got {CurrentAPI}.");
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}
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return Result.Success();
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}
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}
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