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Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.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.
This commit is contained in:
2025-07-02 21:30:10 +09:00
parent 300ae7251b
commit 5ae4128baf
66 changed files with 2100 additions and 1632 deletions

View File

@@ -1,7 +1,7 @@
using Ghost.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.D3D12;
using Ghost.Graphics.Data;
using Ghost.Graphics.DX12;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics;
@@ -14,9 +14,19 @@ public static class GraphicsPipeline
private static IResourceAllocator? _resourceAllocator;
private static Thread? _renderThread;
private static AutoResetEvent[]? _cpuReadyEvent;
private static AutoResetEvent[]? _gpuReadyEvent;
private static uint _cpuFenceValue;
private static uint _gpuFenceValue;
private static bool _initialized;
private static bool _isRunning;
internal static uint CPUFenceValue => _cpuFenceValue;
internal static uint GPUFenceValue => _gpuFenceValue;
internal static bool IsRunning => _isRunning;
internal static IGraphicsDevice GraphicsDevice
{
get
@@ -53,17 +63,32 @@ public static class GraphicsPipeline
{
switch (api)
{
case GraphicsAPI.DX12:
_graphicsDevice = new DX12GraphicsDevice();
_resourceAllocator = new DX12ResourceAllocator();
case GraphicsAPI.D3D12:
_graphicsDevice = new D3D12GraphicsDevice();
_resourceAllocator = new D3D12ResourceAllocator();
break;
default:
throw new NotSupportedException($"Graphics API {api} is not supported.");
}
_renderThread = new Thread(RenderLoop);
_renderThread = new Thread(RenderLoop)
{
IsBackground = true,
Name = "Graphics Render Thread",
Priority = ThreadPriority.Normal
};
_cpuReadyEvent = new AutoResetEvent[_FRAME_COUNT];
_gpuReadyEvent = new AutoResetEvent[_FRAME_COUNT];
for (var i = 0; i < _FRAME_COUNT; i++)
{
_cpuReadyEvent[i] = new(false);
_gpuReadyEvent[i] = new(true);
}
CurrentAPI = api;
_initialized = true;
}
private static void RenderLoop()
@@ -75,28 +100,62 @@ public static class GraphicsPipeline
throw new ArgumentException("Renderer has been disposed or is not initialized.");
}
var eventIndex = (int)(_gpuFenceValue % _FRAME_COUNT);
_cpuReadyEvent![eventIndex].WaitOne();
_graphicsDevice.InitializePendingRenderers();
foreach (var renderer in _graphicsDevice.Renderers)
{
renderer.ExecutePendingResize();
renderer.Render();
}
_gpuFenceValue++;
_gpuReadyEvent![eventIndex].Set();
_resourceAllocator!.ReleaseTempResource();
}
}
internal static void Start()
internal static bool IsGpuReady()
{
if (_isRunning)
{
return;
}
return _gpuFenceValue >= _cpuFenceValue;
}
if (_graphicsDevice == null || _renderThread == null)
internal static void WaitForGPUReady()
{
if (_gpuReadyEvent == null)
{
throw new InvalidOperationException("Graphics pipeline is not initialized.");
}
var eventIndex = (int)(_cpuFenceValue % _FRAME_COUNT);
_gpuReadyEvent[eventIndex].WaitOne();
}
internal static void SignalCPUReady()
{
if (_cpuReadyEvent == null)
{
throw new InvalidOperationException("Graphics pipeline is not initialized.");
}
var eventIndex = (int)(_cpuFenceValue % _FRAME_COUNT);
_cpuFenceValue++;
_cpuReadyEvent[eventIndex].Set();
}
internal static void Start()
{
if (_isRunning || !_initialized)
{
return;
}
_isRunning = true;
_renderThread.Start();
_renderThread!.Start();
}
internal static void Stop()
@@ -114,10 +173,11 @@ public static class GraphicsPipeline
_graphicsDevice = null;
_renderThread = null;
_initialized = false;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static T GetRenderer<T>()
internal static T GetGraphicsDevice<T>()
where T : class, IGraphicsDevice
{
if (T.TargetAPI != CurrentAPI)