Files
GhostEngine/Ghost.Graphics/D3D12/D3D12DebugLayer.cs
Misaki a8d7cd8828 Refactor and enhance rendering pipeline
- Added new C# formatting rules in .editorconfig.
- Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs.
- Updated `Result` and `Result<T>` for implicit conversions.
- Added AOT compatibility to project files.
- Introduced a `Camera` class and refactored namespaces.
- Enhanced rendering with bindless support and pipeline state management.
- Refactored `D3D12CommandBuffer` for new rendering features.
- Improved `D3D12PipelineLibrary` with disk caching methods.
- Added support for UAVs and raw buffers in `D3D12ResourceAllocator`.
- Improved shader compilation and reflection in `D3D12ShaderCompiler`.
- Refactored descriptor heap and swap chain initialization.
- Added enums and structs for rendering configurations.
- Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces.
- Updated `MeshRenderPass` to align with the new pipeline.
- Consolidated namespaces and improved code maintainability.
2025-11-01 22:30:08 +09:00

42 lines
1.5 KiB
C#

using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using static TerraFX.Aliases.DXGI_Alias;
namespace Ghost.Graphics.D3D12;
internal unsafe class D3D12DebugLayer
{
private readonly ComPtr<ID3D12Debug6> _d3d12Debug;
private readonly ComPtr<IDXGIDebug1> _dxgiDebug;
private readonly ComPtr<IDXGIInfoQueue> _dxgiInfoQueue;
public D3D12DebugLayer()
{
ID3D12Debug6* pDebug = default;
ThrowIfFailed(D3D12GetDebugInterface(__uuidof(pDebug), (void**)&pDebug));
pDebug->EnableDebugLayer();
IDXGIDebug1* pDxgiDebug = default;
ThrowIfFailed(DXGIGetDebugInterface1(0u, __uuidof(pDxgiDebug), (void**)&pDxgiDebug));
pDxgiDebug->EnableLeakTrackingForThread();
IDXGIInfoQueue* pDxgiInfoQueue = default;
ThrowIfFailed(DXGIGetDebugInterface1(0u, __uuidof(pDxgiInfoQueue), (void**)&pDxgiInfoQueue));
ThrowIfFailed(pDxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, true));
ThrowIfFailed(pDxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, true));
_d3d12Debug.Attach(pDebug);
_dxgiDebug.Attach(pDxgiDebug);
_dxgiInfoQueue.Attach(pDxgiInfoQueue);
}
public void Dispose()
{
ThrowIfFailed(_dxgiDebug.Get()->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL | DXGI_DEBUG_RLO_IGNORE_INTERNAL));
_d3d12Debug.Dispose();
_dxgiDebug.Dispose();
_dxgiInfoQueue.Dispose();
}
}