Refactor AppState and rendering pipeline components
Changed the `AppStateMachine` to implement `IDisposable` and `IAsyncDisposable` for better resource management. Changed the `IAppState` interface to include asynchronous methods for state transitions. Changed the `App` class to start the host asynchronously and added an `OnClosed` method for proper shutdown. Changed the `EditorState` class to ensure the window closes correctly when exiting the state. Changed the `LandingState` class to improve window activation and deactivation management. Changed the `HostHelper` class to register `LandingWindow` and `EngineEditorWindow` as singletons for better performance. Changed the `ScenePage` class to utilize a new interface for swap chain management. Changed the `OpenProjectPage` and `CreateProjectPage` classes to enhance navigation handling. Changed the `ConsoleViewModel` to improve log update handling with a new context structure. Changed the `OpenProjectViewModel` to clear project lists when navigating away. Changed the `EngineCore` class to start the graphics pipeline asynchronously. Changed the `Logger` class to use a new context structure for log changes. Added the `ICommandBuffer`, `IGraphicsDevice`, and `IRenderView` interfaces to enhance the rendering pipeline. Changed the `DX12CommandBuffer`, `DX12GraphicsDevice`, and `DX12RenderView` classes for improved resource management and rendering efficiency. Refactored the `Mesh` class to use a new `Vertex` structure for simplified vertex management. Added the `TextureUtility` class for texture management utilities, including mip count calculation. Changed the `launchSettings.json` to include a new profile for the graphics project with native debugging enabled. Changed the `MeshBuilder` class to utilize the new `Vertex` structure for vertex creation.
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5
Ghost.Graphics/Contracts/ICommandBuffer.cs
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5
Ghost.Graphics/Contracts/ICommandBuffer.cs
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namespace Ghost.Graphics.Contracts;
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public interface ICommandBuffer
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{
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}
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@@ -2,10 +2,10 @@
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namespace Ghost.Graphics.Contracts;
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internal interface IGraphicsDevice : IDisposable
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public interface IGraphicsDevice : IDisposable
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{
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public static abstract IGraphicsDevice Create();
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public IRenderView CreateRenderView(in SwapChainSurface swapChainSurface);
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public IRenderView CreateRenderView(in SwapChainPresenter swapChainSurface);
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public void OnRender();
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}
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@@ -1,11 +1,42 @@
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namespace Ghost.Graphics.Contracts;
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/// <summary>
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/// Defines the contract for a render view in the graphics pipeline.
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/// </summary>
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internal interface IRenderView : IDisposable
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{
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public void Resize(uint width, uint height);
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public void Render();
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/// <summary>
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/// Requests a resize of the render view.
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/// </summary>
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/// <param name="width">The new width of the render view.</param>
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/// <param name="height">The new height of the render view.</param>
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/// <remarks>This only submits a resize request without executing it. May overwrite last request if next request issued before next frame.</remarks>
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public void RequestResize(uint width, uint height);
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/// <summary>
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/// Executes any pending resize operations for the current context.
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/// </summary>
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public void ExecutePendingResize();
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/// <summary>
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/// Begins a render operation.
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/// </summary>
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/// <returns>An ICommandBuffer instance to manage render commands.</returns>
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public ICommandBuffer BeginRender();
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/// <summary>
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/// Renders the current content to the output target.
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/// </summary>
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public void Render();
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/// <summary>
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/// Ends the current rendering operation and finalizes any pending rendering tasks.
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/// </summary>
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public void EndRender();
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/// <summary>
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/// Waits for the next frame to be ready for rendering.
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/// </summary>
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public void WaitNextFrame();
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/// <summary>
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/// Waits for the rendering operations to complete and the GPU to be idle.
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/// </summary>
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public void WaitIdle();
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public void Flush();
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}
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