Files
GhostEngine/Ghost.Graphics/GraphicsPipeline.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

196 lines
5.0 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.D3D12;
using Ghost.Graphics.Data;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics;
public static class GraphicsPipeline
{
internal const int _FRAME_COUNT = 2;
private static IGraphicsDevice? _graphicsDevice;
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
{
if (_graphicsDevice == null)
{
throw new InvalidOperationException("Graphics pipeline is not initialized.");
}
return _graphicsDevice;
}
}
internal static IResourceAllocator ResourceAllocator
{
get
{
if (_resourceAllocator == null)
{
throw new InvalidOperationException("Resource allocator is not initialized.");
}
return _resourceAllocator;
}
}
public static GraphicsAPI CurrentAPI
{
get;
private set;
}
internal static void Initialize(GraphicsAPI api)
{
switch (api)
{
case GraphicsAPI.D3D12:
_graphicsDevice = new D3D12GraphicsDevice();
_resourceAllocator = new D3D12ResourceAllocator();
break;
default:
throw new NotSupportedException($"Graphics API {api} is not supported.");
}
_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()
{
while (_isRunning)
{
if (_graphicsDevice == null)
{
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 bool WaitForGPUReady(int timeOut = -1)
{
if (_gpuReadyEvent == null)
{
throw new InvalidOperationException("Graphics pipeline is not initialized.");
}
var eventIndex = (int)(_cpuFenceValue % _FRAME_COUNT);
return _gpuReadyEvent[eventIndex].WaitOne(timeOut);
}
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();
}
internal static void Stop()
{
_isRunning = false;
_renderThread?.Join();
}
internal static void Shutdown()
{
Stop();
_graphicsDevice?.Dispose();
_resourceAllocator?.Dispose();
_graphicsDevice = null;
_renderThread = null;
_initialized = false;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static T GetGraphicsDevice<T>()
where T : class, IGraphicsDevice
{
if (T.TargetAPI != CurrentAPI)
{
throw new InvalidOperationException($"No graphics device of type {typeof(T)} available for the current API.");
}
return Unsafe.As<T>(GraphicsDevice);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Result CheckAPI(GraphicsAPI expectedAPI)
{
if (CurrentAPI != expectedAPI)
{
return Result.Failure($"Expected API {expectedAPI}, but got {CurrentAPI}.");
}
return Result.Success();
}
}