Major refactor of graphics and ECS infrastructure: - Removed IResourceManager, IRenderSystem, IFenceSynchronizer interfaces; ResourceManager and RenderSystem are now concrete classes. - Updated all render graph, pipeline, and context code to use concrete ResourceManager. - Refactored camera/frustum math and render extraction for clarity and correctness; frustum now uses inline arrays. - RenderingLayerMask is now an immutable struct with bitwise operators. - Meshlet and meshlet group data structures improved; meshlet build callback signature updated. - Logging system overhauled: LogMessage is now a class, LogCollection supports change events, and Logger is used directly in the debug console. - ECS query API: ChunkView.Count renamed to EntityCount; query builder/iterators use VirtualStack.Scope. - Updated render pipeline and passes for new resource manager and render list APIs. - Cleaned up obsolete files, improved code style, and updated documentation. - HLSL meshlet shader updated for new struct layout. - Debug console now uses new logger and log collection. BREAKING CHANGE: Public APIs for resource management, rendering, ECS queries, and logging have changed. Interfaces removed; use new concrete types and updated method signatures.
115 lines
3.5 KiB
C#
115 lines
3.5 KiB
C#
using Ghost.Graphics.Core;
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using Ghost.Graphics.RHI;
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using Microsoft.UI.Xaml;
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using Microsoft.UI.Xaml.Controls;
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using Microsoft.UI.Xaml.Media;
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using Misaki.HighPerformance.Mathematics;
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namespace Ghost.Graphics.Test.Windows;
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public sealed partial class GraphicsTestWindow : Window
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{
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private RenderSystem? _renderSystem;
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private IRenderer? _renderer;
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private ISwapChain? _swapChain;
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private bool _isFirstActivationHandled;
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public unsafe GraphicsTestWindow()
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{
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InitializeComponent();
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Activated += GraphicsTestWindow_Activated;
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Closed += GraphicsTestWindow_Closed;
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Panel.SizeChanged += SwapChainPanel_SizeChanged;
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Panel.CompositionScaleChanged += SwapChainPanel_CompositionScaleChanged;
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}
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private void GraphicsTestWindow_Activated(object sender, WindowActivatedEventArgs e)
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{
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if (_isFirstActivationHandled)
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{
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return;
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}
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#if DEBUG
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Misaki.HighPerformance.LowLevel.Buffer.AllocationManager.EnableDebugLayer();
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#endif
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_renderSystem = new RenderSystem(new RenderSystemDesc()
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{
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FrameBufferCount = 2,
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GraphicsAPI = GraphicsAPI.Direct3D12
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});
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_renderer = _renderSystem.GraphicsEngine.CreateRenderer();
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_swapChain = _renderSystem.GraphicsEngine.CreateSwapChain(new SwapChainDesc
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{
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Width = (uint)AppWindow.Size.Width,
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Height = (uint)AppWindow.Size.Height,
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ScaleX = Panel.CompositionScaleX,
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ScaleY = Panel.CompositionScaleY,
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Format = TextureFormat.B8G8R8A8_UNorm,
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Target = SwapChainTarget.FromCompositionSurface(Panel)
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});
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_renderer.RenderOutput = new SwapChainRenderOutput(_swapChain);
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_renderSystem.Start();
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CompositionTarget.Rendering += OnRendering;
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e.Handled = true;
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_isFirstActivationHandled = true;
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}
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private void GraphicsTestWindow_Closed(object sender, WindowEventArgs e)
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{
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CompositionTarget.Rendering -= OnRendering;
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_renderSystem?.Stop();
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_renderer?.Dispose();
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_swapChain?.Dispose();
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_renderSystem?.Dispose();
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Misaki.HighPerformance.LowLevel.Buffer.AllocationManager.Dispose();
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}
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private void SwapChainPanel_SizeChanged(object sender, SizeChangedEventArgs e)
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{
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if (_renderSystem == null || _swapChain == null || _renderer == null)
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{
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return;
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}
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var newWidth = (uint)(Panel.ActualWidth * Panel.CompositionScaleX);
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var newHeight = (uint)(Panel.ActualHeight * Panel.CompositionScaleY);
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if (newWidth < 8 || newHeight < 8)
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{
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return;
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}
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_renderSystem.RequestSwapChainResize(_swapChain, new uint2(newWidth, newHeight));
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_renderer.RenderOutput!.Viewport = new ViewportDesc { Width = newWidth, Height = newHeight, MinDepth = 0.0f, MaxDepth = 1.0f };
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_renderer.RenderOutput!.Scissor = new RectDesc { Right = newWidth, Bottom = newHeight };
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}
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private void SwapChainPanel_CompositionScaleChanged(SwapChainPanel sender, object args)
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{
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_swapChain?.SetScale(sender.CompositionScaleX, sender.CompositionScaleY);
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}
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private void OnRendering(object? sender, object e)
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{
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if (_renderSystem == null)
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{
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return;
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}
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if (_renderSystem.CPUFenceValue < _renderSystem.GPUFenceValue + _renderSystem.MaxFrameLatency)
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{
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_renderSystem.SignalCPUReady();
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}
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}
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}
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