Enhance graphics engine and code organization
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`. Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`. Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`. Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`. Added new `Color32` and `Color128` structs for color representation in `Color.cs`. Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files. Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`. Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation. Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`. Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects. Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs. Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures. Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods. Refactored the `AppStateMachine` class to use private fields instead of static fields for state management. Refactored the `ComponentDataView` class to use the new namespace and improve organization. Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones. Made various adjustments to ensure consistency and improve code quality across multiple files.
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Ghost.Graphics/D3D12/D3D12CommandBuffer.cs
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42
Ghost.Graphics/D3D12/D3D12CommandBuffer.cs
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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 Win32.Graphics.Direct3D;
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using Win32.Graphics.Direct3D12;
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namespace Ghost.Graphics.D3D12;
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internal unsafe class D3D12CommandBuffer : ICommandBuffer
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{
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private readonly ConstPtr<ID3D12GraphicsCommandList10> _commandList;
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internal ConstPtr<ID3D12GraphicsCommandList10> CommandList => _commandList;
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public D3D12CommandBuffer(ID3D12GraphicsCommandList10* commandList)
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{
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_commandList = commandList;
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}
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public void DrawMesh(Mesh mesh)
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{
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_commandList.Ptr->IASetPrimitiveTopology(PrimitiveTopology.TriangleList);
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_commandList.Ptr->IASetVertexBuffers(0, 1, mesh.VertexBufferView);
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_commandList.Ptr->IASetIndexBuffer(mesh.IndexBufferView);
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_commandList.Ptr->DrawIndexedInstanced(mesh.IndexCount, 1, 0, 0, 0);
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}
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public void CopyResource(IResource dstResource, uint dstOffset, IResource srcResource, uint srcOffset, uint size)
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{
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var dstDXResource = (D3D12Resource)dstResource;
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var srcDXResource = (D3D12Resource)srcResource;
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_commandList.Ptr->CopyBufferRegion(dstDXResource.NativeResource, dstOffset, srcDXResource.NativeResource, srcOffset, size);
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}
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public void BarrierTransition(IResource resource, ResourceStates beforeState, ResourceStates afterState)
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{
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var dxResource = (D3D12Resource)resource;
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_commandList.Ptr->ResourceBarrierTransition(dxResource.NativeResource.Ptr, beforeState, afterState);
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}
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}
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