Refactor namespaces and improve resource handling

- Updated namespaces from `Ghost.UnitTest` to `Ghost.Graphics.Test` across multiple files.
- Refactored `GraphicsTestWindow` to use a new `RenderSystem` configuration.
- Removed deprecated `Logger` and `SerializationTest` classes.
- Improved memory management in D3D12 components, including resource allocation and cleanup.
- Added `[SupportedOSPlatform]` attributes to specify Windows version compatibility.
- Updated `.editorconfig` settings and project references for consistency.
- Enabled `nativeDebugging` in `launchSettings.json`.
This commit is contained in:
2025-11-11 21:30:47 +09:00
parent fb003da26a
commit 6f786a0698
35 changed files with 334 additions and 401 deletions

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@@ -1,19 +1,21 @@
using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Core.Utilities;
using Ghost.Graphics.Core;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Utilities;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using static TerraFX.Aliases.D3D12_Alias;
using static TerraFX.Aliases.D3D_Alias;
using static TerraFX.Aliases.D3D12_Alias;
using static TerraFX.Aliases.DXGI_Alias;
using Ghost.Core.Graphics;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.D3D12;
[SupportedOSPlatform(Win32Utility.OS_SUPPORTED_VERSION)]
internal unsafe class D3D12CommandBuffer : ICommandBuffer
{
private ComPtr<ID3D12CommandAllocator> _allocator;
@@ -71,8 +73,6 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
_resourceAllocator = resourceAllocator;
_descriptorAllocator = descriptorAllocator;
// Command lists are created in recording state, so close it
_commandList.Get()->Close();
_isRecording = false;
_disposed = false;
}

View File

@@ -102,7 +102,7 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
public ISwapChain CreateSwapChain(SwapChainDesc desc)
{
ThrowIfDisposed();
return new D3D12SwapChain(_resourceDatabase, _device.DXGIFactory, ((D3D12CommandQueue)_device.ComputeQueue).NativeQueue, desc);
return new D3D12SwapChain(_resourceDatabase, _device.DXGIFactory, ((D3D12CommandQueue)_device.GraphicsQueue).NativeQueue, desc);
}
public void BeginFrame()

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@@ -9,6 +9,7 @@ using Misaki.HighPerformance.LowLevel.Utilities;
using Misaki.HighPerformance.Utilities;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
@@ -31,6 +32,7 @@ internal struct D3D12GraphicsCompiledResult : IDisposable
}
}
[SupportedOSPlatform(Win32Utility.OS_SUPPORTED_VERSION)]
internal struct D3D12PipelineState : IDisposable
{
// NOTE: This is just a temporary cache for compiled shader code. We will implement a proper disk cache later.
@@ -45,6 +47,7 @@ internal struct D3D12PipelineState : IDisposable
}
}
[SupportedOSPlatform(Win32Utility.OS_SUPPORTED_VERSION)]
internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
{
private const int _ROOT_PARAM_COUNT =

View File

@@ -1,6 +1,6 @@
using Ghost.Core.Utilities;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.RHI;
using System.Runtime.Versioning;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using static TerraFX.Aliases.D3D_Alias;
@@ -11,6 +11,7 @@ namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of the render device interface
/// </summary>
[SupportedOSPlatform(Win32Utility.OS_SUPPORTED_VERSION)]
internal unsafe class D3D12RenderDevice : IRenderDevice
{
private ComPtr<IDXGIFactory7> _dxgiFactory;
@@ -57,31 +58,34 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
_dxgiFactory.Attach(pFactory);
ID3D12Device14* pDevice = default;
ComPtr<IDXGIAdapter1> adapter = default;
IDXGIAdapter1* pAdapter = default;
for (uint adapterIndex = 0;
_dxgiFactory.Get()->EnumAdapterByGpuPreference(adapterIndex, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, adapter.IID(), adapter.ReleaseAndGetVoidAddressOf()).SUCCEEDED;
_dxgiFactory.Get()->EnumAdapterByGpuPreference(adapterIndex, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, __uuidof<IDXGIAdapter1>(), (void**)&pAdapter).SUCCEEDED;
adapterIndex++)
{
DXGI_ADAPTER_DESC1 desc = default;
adapter.Get()->GetDesc1(&desc);
pAdapter->GetDesc1(&desc);
// Don't select the Basic Render Driver adapter.
if (desc.Flags.HasFlag(DXGI_ADAPTER_FLAG_SOFTWARE))
{
continue;
goto NEXT_ITERATION;
}
if (D3D12CreateDevice((IUnknown*)adapter.Get(), D3D_FEATURE_LEVEL_12_0, __uuidof(pDevice), (void**)&pDevice).SUCCEEDED)
if (D3D12CreateDevice((IUnknown*)pAdapter, D3D_FEATURE_LEVEL_12_0, __uuidof(pDevice), (void**)&pDevice).SUCCEEDED)
{
_adapter = adapter.Move();
_adapter.Attach(pAdapter);
break;
}
NEXT_ITERATION:
pAdapter->Release();
}
if (pDevice == null)
{
adapter.Dispose(); // Dispose the last adapter we tried. If the operation succeeded, we would have moved it.
pAdapter->Release(); // Dispose the last adapter we tried. If the operation succeeded, we would have moved it.
throw new PlatformNotSupportedException("Cannot create ID3D12Device with feature level 12.0");
}

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@@ -3,12 +3,12 @@ using Ghost.Core.Graphics;
using Ghost.Core.Utilities;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.Mathematics;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.Mathematics;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using static TerraFX.Aliases.D3D12_Alias;
using static TerraFX.Aliases.D3D12MA_Alias;
using static TerraFX.Aliases.DXGI_Alias;
@@ -16,6 +16,7 @@ using static TerraFX.Interop.DirectX.D3D12MemAlloc;
namespace Ghost.Graphics.D3D12;
[SupportedOSPlatform(Win32Utility.OS_SUPPORTED_VERSION)]
internal unsafe sealed partial class D3D12ResourceAllocator
{
// NOTE: _MAX_BYTES may not be accurate, we need to verify it with feature level checks.
@@ -591,6 +592,7 @@ internal unsafe sealed partial class D3D12ResourceAllocator
// TODO: Thread safety for resource allocator
// A common solution is to use ticket. Each allocation request create a ticket and put it into a thread-safe queue. A dedicated thread process the queue and fulfill the requests.
internal unsafe sealed partial class D3D12ResourceAllocator : IResourceAllocator, IDisposable
{
private readonly IFenceSynchronizer _fenceSynchronizer;

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@@ -1,16 +1,19 @@
using Ghost.Core;
using Ghost.Core.Utilities;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.Collections;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.D3D12;
[SupportedOSPlatform(Win32Utility.OS_SUPPORTED_VERSION)]
internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
{
internal unsafe struct ResourceRecord
@@ -106,13 +109,13 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
public D3D12ResourceDatabase(D3D12DescriptorAllocator descriptorAllocator)
{
_resources = new(64, Allocator.Persistent);
_resources = new(64, Allocator.Persistent, AllocationOption.Clear);
#if DEBUG || GHOST_EDITOR
_resourceName = new(64);
#endif
_meshes = new(64, Allocator.Persistent);
_materials = new(16, Allocator.Persistent);
_meshes = new(64, Allocator.Persistent, AllocationOption.Clear);
_materials = new(16, Allocator.Persistent, AllocationOption.Clear);
_shaders = new(16);
_shaderPasses = new(16);
@@ -168,7 +171,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
public bool HasResource(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _resources.Contain(handle.id, handle.generation);
return _resources.Contains(handle.id, handle.generation);
}
public ref ResourceRecord GetResourceInfo(Handle<GPUResource> handle)
@@ -292,7 +295,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
public bool HasMesh(Handle<Mesh> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _meshes.Contain(handle.id, handle.generation);
return _meshes.Contains(handle.id, handle.generation);
}
public ref Mesh GetMeshReference(Handle<Mesh> handle)
@@ -333,7 +336,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
public bool HasMaterial(Handle<Material> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _materials.Contain(handle.id, handle.generation);
return _materials.Contains(handle.id, handle.generation);
}
public ref Material GetMaterialReference(Handle<Material> handle)

View File

@@ -5,6 +5,7 @@ using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
@@ -119,6 +120,7 @@ internal readonly struct ShaderReflectionData
}
}
[SupportedOSPlatform(Win32Utility.OS_SUPPORTED_VERSION)]
internal static unsafe class D3D12ShaderCompiler
{
private static string GetProfileString(ShaderStage stage, CompilerTier version)
@@ -196,94 +198,109 @@ internal static unsafe class D3D12ShaderCompiler
public static Result<CompileResult> Compile(ref readonly CompilerConfig config, Allocator allocator, IDxcBlob** ppReflectionBlob)
{
// NOTE: Should we cache the compiler and utils instances for better performance?
using ComPtr<IDxcCompiler3> compiler = default;
using ComPtr<IDxcUtils> utils = default;
using ComPtr<IDxcIncludeHandler> includeHandler = default;
// Create DXC compiler and utils
var dxccID = CLSID.CLSID_DxcCompiler;
var dxcuID = CLSID.CLSID_DxcUtils;
ThrowIfFailed(DxcCreateInstance(&dxccID, compiler.IID(), compiler.PPV()));
ThrowIfFailed(DxcCreateInstance(&dxcuID, utils.IID(), utils.PPV()));
//includeHandler.Get()->LoadSource();
utils.Get()->CreateDefaultIncludeHandler(includeHandler.GetAddressOf());
// Create source blob
using ComPtr<IDxcBlobEncoding> sourceBlob = default;
if (utils.Get()->LoadFile(config.shaderPath.AsSpan().GetUnsafePtr(), null, sourceBlob.GetAddressOf()).FAILED)
{
return Result.Fail($"Failed to load shader file: {config.shaderPath}");
}
var argsArray = GetCompilerArguments(in config);
var argPtrs = stackalloc char*[argsArray.Count];
for (var i = 0; i < argsArray.Count; i++)
{
argPtrs[i] = (char*)Marshal.StringToHGlobalUni(argsArray[i]);
}
// NOTE: Should we cache the pCompiler and pUtils instances for better performance?
IDxcCompiler3* pCompiler = default;
IDxcUtils* pUtils = default;
IDxcIncludeHandler* pIncludeHandler = default;
try
{
// Compile shader
using ComPtr<IDxcResult> result = default;
var buffer = new DxcBuffer
{
Ptr = sourceBlob.Get()->GetBufferPointer(),
Size = sourceBlob.Get()->GetBufferSize(),
Encoding = DXC.DXC_CP_UTF8
};
// Create DXC pCompiler and pUtils
var dxccID = CLSID.CLSID_DxcCompiler;
var dxcuID = CLSID.CLSID_DxcUtils;
ThrowIfFailed(compiler.Get()->Compile(&buffer, argPtrs, (uint)argsArray.Count, includeHandler.Get(), result.IID(), result.PPV()));
ThrowIfFailed(DxcCreateInstance(&dxccID, pCompiler->IID(), (void**)&pCompiler));
ThrowIfFailed(DxcCreateInstance(&dxcuID, pUtils->IID(), (void**)&pUtils));
// Check compilation result
HRESULT hrStatus;
result.Get()->GetStatus(&hrStatus);
if (hrStatus.FAILED)
{
// Get error messages
using ComPtr<IDxcBlobEncoding> errorBlob = default;
result.Get()->GetErrorBuffer(errorBlob.GetAddressOf());
//pIncludeHandler.Get()->LoadSource();
pUtils->CreateDefaultIncludeHandler(&pIncludeHandler);
if (errorBlob.Get() != null)
// Create source blob
using ComPtr<IDxcBlobEncoding> sourceBlob = default;
fixed (char* pPath = config.shaderPath)
{
if (pUtils->LoadFile(pPath, null, sourceBlob.GetAddressOf()).FAILED)
{
var errorMessage = Marshal.PtrToStringUni((IntPtr)errorBlob.Get()->GetBufferPointer());
return Result.Fail($"DXC shader compilation failed:\n{errorMessage}");
}
else
{
return Result.Fail("DXC shader compilation failed with unknown error.");
return Result.Fail($"Failed to load shader file: {config.shaderPath}");
}
}
// Get compiled bytecode
using ComPtr<IDxcBlob> bytecodeBlob = default;
ThrowIfFailed(result.Get()->GetResult(bytecodeBlob.GetAddressOf()));
// Get reflection data using DXC API
if (ppReflectionBlob != null)
var argsArray = GetCompilerArguments(in config);
var argPtrs = stackalloc char*[argsArray.Count];
for (var i = 0; i < argsArray.Count; i++)
{
ThrowIfFailed(result.Get()->GetOutput(DXC_OUT_KIND.DXC_OUT_REFLECTION, __uuidof<IDxcBlob>(), (void**)ppReflectionBlob, null));
argPtrs[i] = (char*)Marshal.StringToHGlobalUni(argsArray[i]);
}
var bytecodeSize = bytecodeBlob.Get()->GetBufferSize();
var bytecode = new UnsafeArray<byte>((int)bytecodeSize, allocator);
IDxcResult* pResult = default;
NativeMemory.Copy(bytecodeBlob.Get()->GetBufferPointer(), bytecode.GetUnsafePtr(), bytecodeSize);
return new CompileResult
try
{
bytecode = bytecode,
};
// Compile shader
var buffer = new DxcBuffer
{
Ptr = sourceBlob.Get()->GetBufferPointer(),
Size = sourceBlob.Get()->GetBufferSize(),
Encoding = DXC.DXC_CP_UTF8
};
ThrowIfFailed(pCompiler->Compile(&buffer, argPtrs, (uint)argsArray.Count, pIncludeHandler, pResult->IID(), (void**)&pResult));
// Check compilation pResult
HRESULT hrStatus;
pResult->GetStatus(&hrStatus);
if (hrStatus.FAILED)
{
// Get error messages
using ComPtr<IDxcBlobEncoding> errorBlob = default;
pResult->GetErrorBuffer(errorBlob.GetAddressOf());
if (errorBlob.Get() != null)
{
var errorMessage = Marshal.PtrToStringUni((IntPtr)errorBlob.Get()->GetBufferPointer());
return Result.Fail($"DXC shader compilation failed:\n{errorMessage}");
}
else
{
return Result.Fail("DXC shader compilation failed with unknown error.");
}
}
// Get compiled bytecode
using ComPtr<IDxcBlob> bytecodeBlob = default;
ThrowIfFailed(pResult->GetResult(bytecodeBlob.GetAddressOf()));
// Get reflection data using DXC API
if (ppReflectionBlob != null)
{
ThrowIfFailed(pResult->GetOutput(DXC_OUT_KIND.DXC_OUT_REFLECTION, __uuidof<IDxcBlob>(), (void**)ppReflectionBlob, null));
}
var bytecodeSize = bytecodeBlob.Get()->GetBufferSize();
var bytecode = new UnsafeArray<byte>((int)bytecodeSize, allocator);
NativeMemory.Copy(bytecodeBlob.Get()->GetBufferPointer(), bytecode.GetUnsafePtr(), bytecodeSize);
return new CompileResult
{
bytecode = bytecode,
};
}
finally
{
for (var i = 0; i < argsArray.Count; i++)
{
Marshal.FreeHGlobal((nint)argPtrs[i]);
}
pResult->Release();
}
}
finally
{
for (var i = 0; i < argsArray.Count; i++)
{
Marshal.FreeHGlobal((nint)argPtrs[i]);
}
pCompiler->Release();
pUtils->Release();
pIncludeHandler->Release();
}
}
@@ -296,98 +313,108 @@ internal static unsafe class D3D12ShaderCompiler
return Result<ShaderReflectionData>.Fail("Reflection blob is null.");
}
// Create DXC utils to parse reflection data
var dxcuID = CLSID.CLSID_DxcUtils;
using ComPtr<IDxcUtils> utils = default;
ThrowIfFailed(DxcCreateInstance(&dxcuID, utils.IID(), utils.PPV()));
ComPtr<IDxcUtils> utils = default;
ComPtr<ID3D12ShaderReflection> reflection = default;
// Create reflection interface from blob
var reflectionBuffer = new DxcBuffer
try
{
Ptr = reflectionBlob->GetBufferPointer(),
Size = reflectionBlob->GetBufferSize(),
Encoding = DXC.DXC_CP_ACP
};
// Create DXC pUtils to parse reflection data
var dxcuID = CLSID.CLSID_DxcUtils;
ThrowIfFailed(DxcCreateInstance(&dxcuID, utils.IID(), utils.PPV()));
using ComPtr<ID3D12ShaderReflection> reflection = default;
ThrowIfFailed(utils.Get()->CreateReflection(&reflectionBuffer, reflection.IID(), reflection.PPV()));
D3D12_SHADER_DESC shaderDesc;
ThrowIfFailed(reflection.Get()->GetDesc(&shaderDesc));
var reflectionData = new ShaderReflectionData();
for (uint i = 0; i < shaderDesc.BoundResources; i++)
{
D3D12_SHADER_INPUT_BIND_DESC bindDesc;
ThrowIfFailed(reflection.Get()->GetResourceBindingDesc(i, &bindDesc));
var resourceName = Marshal.PtrToStringUTF8((IntPtr)bindDesc.Name);
if (resourceName == null)
// Create reflection interface from blob
var reflectionBuffer = new DxcBuffer
{
return Result.Fail("Failed to get resource name from reflection data.");
}
Ptr = reflectionBlob->GetBufferPointer(),
Size = reflectionBlob->GetBufferSize(),
Encoding = DXC.DXC_CP_ACP
};
switch (bindDesc.Type)
ThrowIfFailed(utils.Get()->CreateReflection(&reflectionBuffer, reflection.IID(), reflection.PPV()));
D3D12_SHADER_DESC shaderDesc;
ThrowIfFailed(reflection.Get()->GetDesc(&shaderDesc));
var reflectionData = new ShaderReflectionData();
for (uint i = 0; i < shaderDesc.BoundResources; i++)
{
case D3D_SHADER_INPUT_TYPE.D3D_SIT_CBUFFER:
D3D12_SHADER_INPUT_BIND_DESC bindDesc;
ThrowIfFailed(reflection.Get()->GetResourceBindingDesc(i, &bindDesc));
var resourceName = Marshal.PtrToStringUTF8((IntPtr)bindDesc.Name);
if (resourceName == null)
{
var cbuffer = reflection.Get()->GetConstantBufferByName(bindDesc.Name);
D3D12_SHADER_BUFFER_DESC cbufferDesc;
ThrowIfFailed(cbuffer->GetDesc(&cbufferDesc));
return Result.Fail("Failed to get resource name from reflection data.");
}
var variables = new List<CBufferVariableInfo>((int)cbufferDesc.Variables);
// Now we iterate all variables for *every* cbuffer, not just b3
for (uint j = 0; j < cbufferDesc.Variables; j++)
switch (bindDesc.Type)
{
case D3D_SHADER_INPUT_TYPE.D3D_SIT_CBUFFER:
{
var variable = cbuffer->GetVariableByIndex(j);
D3D12_SHADER_VARIABLE_DESC varDesc;
variable->GetDesc(&varDesc);
var cbuffer = reflection.Get()->GetConstantBufferByName(bindDesc.Name);
D3D12_SHADER_BUFFER_DESC cbufferDesc;
ThrowIfFailed(cbuffer->GetDesc(&cbufferDesc));
var variableName = Marshal.PtrToStringUTF8((IntPtr)varDesc.Name);
if (variableName == null)
var variables = new List<CBufferVariableInfo>((int)cbufferDesc.Variables);
// Now we iterate all variables for *every* cbuffer, not just b3
for (uint j = 0; j < cbufferDesc.Variables; j++)
{
continue;
var variable = cbuffer->GetVariableByIndex(j);
D3D12_SHADER_VARIABLE_DESC varDesc;
variable->GetDesc(&varDesc);
var variableName = Marshal.PtrToStringUTF8((IntPtr)varDesc.Name);
if (variableName == null)
{
continue;
}
variables.Add(new CBufferVariableInfo
{
Name = variableName,
StartOffset = varDesc.StartOffset,
Size = varDesc.Size
});
}
variables.Add(new CBufferVariableInfo
reflectionData.ConstantBuffers.Add(new CBufferInfo
{
Name = variableName,
StartOffset = varDesc.StartOffset,
Size = varDesc.Size
Name = resourceName,
RegisterSlot = bindDesc.BindPoint,
RegisterSpace = bindDesc.Space,
SizeInBytes = cbufferDesc.Size,
Variables = variables
});
break;
}
reflectionData.ConstantBuffers.Add(new CBufferInfo
// NOTE: Currently we do not support resource bindings yet, everything access through bindless heaps.
default:
{
Name = resourceName,
RegisterSlot = bindDesc.BindPoint,
RegisterSpace = bindDesc.Space,
SizeInBytes = cbufferDesc.Size,
Variables = variables
});
reflectionData.OtherResources.Add(new ResourceBindingInfo
{
Name = resourceName,
Type = bindDesc.Type,
BindPoint = bindDesc.BindPoint,
BindCount = bindDesc.BindCount,
Space = bindDesc.Space
});
break;
}
// NOTE: Currently we do not support resource bindings yet, everything access through bindless heaps.
default:
{
reflectionData.OtherResources.Add(new ResourceBindingInfo
{
Name = resourceName,
Type = bindDesc.Type,
BindPoint = bindDesc.BindPoint,
BindCount = bindDesc.BindCount,
Space = bindDesc.Space
});
break;
break;
}
}
}
}
return reflectionData;
return reflectionData;
}
finally
{
utils.Dispose();
reflection.Dispose();
}
}
}

View File

@@ -71,18 +71,18 @@ internal unsafe class D3D12SwapChain : ISwapChain
Stereo = false,
};
using ComPtr<IDXGISwapChain1> tempSwapChain = default;
IDXGISwapChain1* pTempSwapChain = default;
switch (desc.target.type)
{
case SwapChainTargetType.Composition:
pFactory->CreateSwapChainForComposition((IUnknown*)commandQueue, &swapChainDesc, null, tempSwapChain.GetAddressOf());
ThrowIfFailed(pFactory->CreateSwapChainForComposition((IUnknown*)commandQueue, &swapChainDesc, null, &pTempSwapChain));
// Set the composition surface
if (desc.target.compositionSurface != null)
{
using var swapChainPanelNative = ISwapChainPanelNative.FromSwapChainPanel(desc.target.compositionSurface);
swapChainPanelNative.SetSwapChain((IntPtr)tempSwapChain.Get());
swapChainPanelNative.SetSwapChain((IntPtr)pTempSwapChain);
}
break;
@@ -98,7 +98,7 @@ internal unsafe class D3D12SwapChain : ISwapChain
&swapChainDesc,
&swapChainFullscreenDesc,
null,
tempSwapChain.GetAddressOf());
&pTempSwapChain);
break;
default:
@@ -106,7 +106,8 @@ internal unsafe class D3D12SwapChain : ISwapChain
}
IDXGISwapChain4* pSwapChain = default;
tempSwapChain.Get()->QueryInterface(__uuidof(pSwapChain), (void**)&pSwapChain);
pTempSwapChain->QueryInterface(__uuidof(pSwapChain), (void**)&pSwapChain);
pTempSwapChain->Release();
_swapChain.Attach(pSwapChain);
}

View File

@@ -288,7 +288,15 @@ internal unsafe struct D3D12DescriptorHeap : IDisposable
_heap.Attach(pHeap);
_startCpuHandle = _heap.Get()->GetCPUDescriptorHandleForHeapStart();
_allocatedDescriptors.Resize(numDescriptors);
if (!_allocatedDescriptors.IsCreated)
{
_allocatedDescriptors = new UnsafeArray<bool>(numDescriptors, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
}
else
{
_allocatedDescriptors.Resize(numDescriptors);
}
if (ShaderVisible)
{