Refactor graphics engine dependencies and structure
Removed references to `Misaki.HighPerformance.Unsafe` and replaced them with `Misaki.HighPerformance.LowLevel` in multiple files. Removed calls to `AllocationManager.Initialize()` and `AllocationManager.Dispose()` in `EngineCore.cs`. Added new methods to the `ICommandBuffer` interface for enhanced rendering capabilities. Updated the `D3D12CommandBuffer` class to implement new graphics command handling methods. Added the `Material` class to manage shader properties and caching for improved performance. Encapsulated shader compilation and reflection processes within the `Shader` class for better organization. Added the `CBufferCache` struct to optimize GPU resource management for constant buffer data. Updated the `MeshRenderPass` class to utilize the new `Material` class for dynamic mesh rendering. Updated various project files to reflect the restructuring of dependencies. Modified XAML files and code-behind for improved readability and maintainability.
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@@ -56,7 +56,7 @@
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<ItemGroup>
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<Reference Include="Misaki.HighPerformance.Unsafe">
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<HintPath>..\..\Class\Misaki.HighPerformance\Misaki.HighPerformance.Unsafe\bin\Release\net9.0\Misaki.HighPerformance.Unsafe.dll</HintPath>
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<HintPath>..\..\Class\Misaki.HighPerformance\Misaki.HighPerformance.LowLevel\bin\Release\net9.0\Misaki.HighPerformance.LowLevel.dll</HintPath>
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</Reference>
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</ItemGroup>
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8" ?>
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<Application
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x:Class="Ghost.UnitTest.UnitTestApp"
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xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
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@@ -8,9 +8,9 @@
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<ResourceDictionary>
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<ResourceDictionary.MergedDictionaries>
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<XamlControlsResources xmlns="using:Microsoft.UI.Xaml.Controls" />
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<!-- Other merged dictionaries here -->
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<!-- Other merged dictionaries here -->
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</ResourceDictionary.MergedDictionaries>
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<!-- Other app resources here -->
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<!-- Other app resources here -->
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</ResourceDictionary>
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</Application.Resources>
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</Application>
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@@ -2,7 +2,6 @@ using Ghost.Graphics;
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using Ghost.Graphics.Contracts;
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using Microsoft.UI.Xaml;
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using Microsoft.UI.Xaml.Media;
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using Misaki.HighPerformance.Unsafe.Buffer;
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using WinRT;
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namespace Ghost.UnitTest;
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@@ -32,7 +31,6 @@ public sealed partial class UnitTestAppWindow : Window
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private void UnitTestAppWindow_Activated(object sender, WindowActivatedEventArgs args)
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{
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AllocationManager.Initialize();
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GraphicsPipeline.Initialize(Graphics.Data.GraphicsAPI.D3D12);
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GraphicsPipeline.Start();
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@@ -49,7 +47,6 @@ public sealed partial class UnitTestAppWindow : Window
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{
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GraphicsPipeline.SignalCPUReady();
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GraphicsPipeline.Shutdown();
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AllocationManager.Dispose();
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CompositionTarget.Rendering -= OnRendering;
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_swapChainPanelNative.Dispose();
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_renderView?.Dispose();
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