Files
GhostEngine/Ghost.UnitTest/UnitTestAppWindow.xaml.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

69 lines
2.1 KiB
C#

using Ghost.Graphics;
using Ghost.Graphics.Contracts;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Media;
using Misaki.HighPerformance.Unsafe.Buffer;
using WinRT;
namespace Ghost.UnitTest;
public sealed partial class UnitTestAppWindow : Window
{
private IRenderer? _renderView;
private ISwapChainPanelNative _swapChainPanelNative;
public UnitTestAppWindow()
{
InitializeComponent();
Activated += UnitTestAppWindow_Activated;
Closed += UnitTestAppWindow_Closed;
Panel.SizeChanged += SwapChainPanel_SizeChanged;
}
private void SwapChainPanel_SizeChanged(object sender, SizeChangedEventArgs e)
{
if (e.NewSize.Width > 8.0 && e.NewSize.Height > 8.0)
{
_renderView?.RequestResize((uint)e.NewSize.Width, (uint)e.NewSize.Height);
}
}
private void UnitTestAppWindow_Activated(object sender, WindowActivatedEventArgs args)
{
AllocationManager.Initialize();
GraphicsPipeline.Initialize(Graphics.Data.GraphicsAPI.D3D12);
GraphicsPipeline.Start();
var guid = typeof(ISwapChainPanelNative.Interface).GUID;
((IWinRTObject)Panel).NativeObject.TryAs(guid, out var swapChainPanelNativeHandle);
_swapChainPanelNative = new ISwapChainPanelNative(swapChainPanelNativeHandle);
_renderView = GraphicsPipeline.GraphicsDevice.CreateRenderer(new(_swapChainPanelNative, (uint)AppWindow.Size.Width, (uint)AppWindow.Size.Height));
CompositionTarget.Rendering += OnRendering;
}
private void UnitTestAppWindow_Closed(object sender, WindowEventArgs args)
{
GraphicsPipeline.SignalCPUReady();
GraphicsPipeline.Shutdown();
AllocationManager.Dispose();
CompositionTarget.Rendering -= OnRendering;
_swapChainPanelNative.Dispose();
_renderView?.Dispose();
}
private void OnRendering(object? sender, object e)
{
if (GraphicsPipeline.WaitForGPUReady(0))
{
DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () =>
{
GraphicsPipeline.SignalCPUReady();
});
}
}
}