Files
GhostEngine/Ghost.Graphics/D3D12/D3D12Resource.cs
Misaki 261afa4133 Update rendering and resource management
Changed the `EditorState` class to use a timeout in the `WaitForGPUReady` method for improved responsiveness.
Changed the `nativeDebugging` setting in `launchSettings.json` to `false` for the "Ghost.Editor (Package)" profile.
Changed the `D3D12Renderer` class to set the swap chain only for the composition target type and replaced back buffer reset with dispose.
Changed the mapping of resources in `D3D12Resource` to use a pointer for improved safety and clarity.
Changed the `Mesh` class's upload buffer creation to not use the `true` flag for better memory management.
Added a new `Vertex` struct with a `StructLayout` attribute for improved interoperability with unmanaged code.
Refactored the `GraphicsPipeline` class to replace `IsGpuReady` with `WaitForGPUReady`, including a timeout parameter.
Added a constant buffer to the HLSL source code in `MeshRenderPass` for passing transformation matrices to the vertex shader.
Expanded the `UnitTestAppWindow` class to include event handlers for window activation and size changes for better resource management.
Updated the XAML for `UnitTestAppWindow` to include a `SwapChainPanel` and corrected the XML declaration for formatting consistency.
2025-07-03 23:23:46 +09:00

76 lines
1.8 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Contracts;
using System.Runtime.CompilerServices;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
public unsafe class D3D12Resource : IResource
{
private ComPtr<ID3D12Resource> _nativeResource
{
get;
set;
}
private string _name = string.Empty;
internal ConstPtr<ID3D12Resource> NativeResource => new(_nativeResource.Get());
public ulong GPUAddress => _nativeResource.Get()->GetGPUVirtualAddress();
public string Name
{
get => _name;
set
{
_name = value;
_nativeResource.Get()->SetName(_name);
}
}
public bool TempResource
{
get;
}
internal D3D12Resource(ComPtr<ID3D12Resource> nativeResource, bool temp)
{
_nativeResource = nativeResource;
TempResource = temp;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetData<T>(Span<T> data)
where T : unmanaged
{
var size = (uint)(data.Length * sizeof(T));
var range = new Win32.Graphics.Direct3D12.Range(0, size);
fixed (T* ptr = data)
{
void* mappedPtr;
var hr = _nativeResource.Get()->Map(0, &range, &mappedPtr);
if (hr.Failure)
{
var message = hr.ToString();
throw new InvalidOperationException($"Failed to map resource: {message}");
}
Unsafe.CopyBlock(mappedPtr, ptr, size);
_nativeResource.Get()->Unmap(0, &range);
}
}
internal void DisposeInternal()
{
var c = _nativeResource.Reset();
}
public void Dispose()
{
if (!TempResource)
{
DisposeInternal();
}
}
}