Major refactor of graphics infrastructure: - Introduce ICommandAllocator and D3D12CommandAllocator for explicit command buffer management. - Change ICommandBuffer.Begin to require an allocator. - Add IRenderTargetStrategy abstraction with swap chain and texture implementations. - Update IRenderer to use RenderTargetStrategy instead of direct handle. - Add DPI scaling support to swap chains (ScaleX/ScaleY, SetScale). - RenderSystem now supports thread-safe swap chain resize requests. - Remove persistent copy command buffer; use per-frame allocators. - Make Logger public/static and clean up API visibility. - Update .editorconfig and debug layer enablement. These changes improve modularity, DPI-awareness, and future extensibility.
62 lines
1.3 KiB
C#
62 lines
1.3 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.RHI;
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namespace Ghost.Graphics.Core;
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internal class SwapChainTargetStrategy : IRenderTargetStrategy
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{
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private readonly ISwapChain _swapChain;
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public SwapChainTargetStrategy(ISwapChain swapChain)
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{
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_swapChain = swapChain;
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}
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public Handle<Texture> GetRenderTarget()
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{
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return _swapChain.GetCurrentBackBuffer();
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}
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public void BeginRender(ICommandBuffer cmd)
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{
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cmd.ResourceBarrier(GetRenderTarget().AsResource(), ResourceState.Present, ResourceState.RenderTarget);
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}
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public void EndRender(ICommandBuffer cmd)
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{
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cmd.ResourceBarrier(GetRenderTarget().AsResource(), ResourceState.RenderTarget, ResourceState.Present);
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}
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public void Present()
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{
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_swapChain.Present();
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}
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}
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internal class TextureTargetStrategy : IRenderTargetStrategy
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{
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private readonly Handle<Texture> _texture;
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public TextureTargetStrategy(Handle<Texture> texture)
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{
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_texture = texture;
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}
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public Handle<Texture> GetRenderTarget()
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{
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return _texture;
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}
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public void BeginRender(ICommandBuffer cmd)
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{
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}
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public void EndRender(ICommandBuffer cmd)
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{
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}
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public void Present()
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{
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}
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} |