Files
GhostEngine/Ghost.Graphics/RenderPasses/MeshRenderPass.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

148 lines
4.7 KiB
C#

using Ghost.Graphics.Contracts;
using Ghost.Graphics.D3D12;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.Data;
using Ghost.Graphics.Utilities;
using System.Drawing;
using System.Runtime.CompilerServices;
using Win32;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.RenderPasses;
internal unsafe class MeshRenderPass : IRenderPass
{
private const string _HLSL_SOURCE = @"
cbuffer ConstantBuffer : register(b0)
{
float4x4 WVP_Matrix;
};
struct VertexInput
{
float3 position : POSITION;
float4 color : COLOR;
};
struct PixelInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
PixelInput VSMain(VertexInput input)
{
PixelInput output;
output.position = float4(input.position, 1.0f);
output.color = input.color;
return output;
}
float4 PSMain(PixelInput input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0);
}
";
private Mesh? _mesh;
private ComPtr<ID3D12RootSignature> _rootSignature;
private ComPtr<ID3D12PipelineState> _pipelineState;
public void Initialize(ICommandBuffer cmb)
{
_mesh = MeshBuilder.CreateCube(0.25f, new(Color.AliceBlue));
_mesh.UploadMeshData(cmb);
CreateRootSignature();
CreatePipelineStateObject();
}
private void CreateRootSignature()
{
var rootParameters = new RootParameter[]
{
new ()
{
ParameterType = RootParameterType.Cbv,
ShaderVisibility = ShaderVisibility.Vertex,
Descriptor = new RootDescriptor(0, 0)
}
};
var rootSignatureDesc = new RootSignatureDescription(0u, (RootParameter*)Unsafe.AsPointer(ref rootParameters[0]))
{
Flags = RootSignatureFlags.AllowInputAssemblerInputLayout
};
using ComPtr<ID3DBlob> signature = default;
using ComPtr<ID3DBlob> error = default;
var hr = D3D12SerializeRootSignature(&rootSignatureDesc, RootSignatureVersion.V1_0, signature.GetAddressOf(), error.GetAddressOf());
if (hr.Failure)
{
var errorMessage = System.Text.Encoding.ASCII.GetString((byte*)error.Get()->GetBufferPointer(), (int)error.Get()->GetBufferSize());
throw new InvalidOperationException($"Failed to serialize root signature: {errorMessage}");
}
GraphicsPipeline.GetGraphicsDevice<D3D12GraphicsDevice>().NativeDevice.Ptr->CreateRootSignature(0, signature.Get()->GetBufferPointer(), signature.Get()->GetBufferSize(), __uuidof<ID3D12RootSignature>(), _rootSignature.GetVoidAddressOf());
}
private void CreatePipelineStateObject()
{
try
{
var vertexShaderBytecode = Shader.CompileShader(_HLSL_SOURCE, "VSMain", "vs_5_0");
var pixelShaderBytecode = Shader.CompileShader(_HLSL_SOURCE, "PSMain", "ps_5_0");
fixed (byte* vsPtr = vertexShaderBytecode)
fixed (byte* psPtr = pixelShaderBytecode)
{
var psoDesc = new GraphicsPipelineStateDescription
{
pRootSignature = _rootSignature.Get(),
VS = new ShaderBytecode(vsPtr, (nuint)vertexShaderBytecode.Length),
PS = new ShaderBytecode(psPtr, (nuint)pixelShaderBytecode.Length),
InputLayout = D3D12PipelineResource.InputLayoutDescription,
RasterizerState = RasterizerDescription.CullNone,
BlendState = BlendDescription.Opaque,
DepthStencilState = DepthStencilDescription.Default,
SampleMask = uint.MaxValue,
PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
NumRenderTargets = 1,
SampleDesc = new SampleDescription(1, 0),
DSVFormat = Format.Unknown,
};
psoDesc.RTVFormats[0] = D3D12PipelineResource.SWAP_CHAIN_BACK_BUFFER_FORMAT;
// Create the PSO
GraphicsPipeline.GetGraphicsDevice<D3D12GraphicsDevice>().NativeDevice.Ptr->CreateGraphicsPipelineState(&psoDesc, __uuidof<ID3D12PipelineState>(), _pipelineState.GetVoidAddressOf());
}
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
public void Execute(ICommandBuffer cmb)
{
var dx12Cmb = (D3D12CommandBuffer)cmb;
dx12Cmb.CommandList.Ptr->SetGraphicsRootSignature(_rootSignature.Get());
dx12Cmb.CommandList.Ptr->SetPipelineState(_pipelineState.Get());
cmb.DrawMesh(_mesh!);
}
public void Dispose()
{
_mesh?.Dispose();
_rootSignature.Dispose();
_pipelineState.Dispose();
}
}