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.
77 lines
2.7 KiB
C#
77 lines
2.7 KiB
C#
using Ghost.Editor.Core.Utilities;
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using Ghost.Editor.Models;
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using Ghost.Engine;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using System.Reflection;
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namespace Ghost.Editor;
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internal static class ActivationHandler
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{
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public static LaunchArguments ParseArguments(ReadOnlySpan<char> args)
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{
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var arguments = new LaunchArguments();
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var properties = typeof(LaunchArguments).GetProperties();
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var split = args.Split(' ');
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while (split.MoveNext())
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{
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var range = split.Current;
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var arg = args[range.Start..range.End];
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if (arg.Length > 2)
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{
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if (arg[0] == '-' && arg[1] == '-')
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{
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var argName = arg[2..];
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foreach (var property in properties)
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{
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var propName = property.Name;
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var attr = property.GetCustomAttributes<ArgumentNameAttribute>(false).FirstOrDefault();
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if (attr != null)
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{
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propName = attr.Name;
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}
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if (argName.Equals(propName, StringComparison.OrdinalIgnoreCase))
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{
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if (split.MoveNext())
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{
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var valueRange = split.Current;
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var value = args[valueRange.Start..valueRange.End];
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var convertedValue = Convert.ChangeType(value.ToString(), property.PropertyType);
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property.SetValue(arguments, convertedValue);
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break;
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}
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}
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}
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}
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}
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}
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return arguments;
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}
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public static async Task HandleAsync(LaunchArguments args)
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{
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var opts = new AllocationManagerInitOpts
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{
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ArenaCapacity = 1024 * 1024 * 1024, // 1 GB. Arena using virtual memory, so this is just a reservation and won't actually consume physical memory until used.
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StackCapacity = 1024 * 1024 * 32, // 32 MB. Stack using virtual memory, so this is just a reservation and won't actually consume physical memory until used.
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FreeListConcurrencyLevel = Environment.ProcessorCount
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};
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AllocationManager.Initialize(opts);
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await Task.Run(() =>
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{
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TypeCache.Init();
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App.GetService<EngineCore>();
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});
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// await ((Core.AssetHandle.AssetService)App.GetService<IAssetService>()).Init();
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// TODO: Init other subsystems here.
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// await Task.Delay(10000); // Wait 10 seconds to simulate work.
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}
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} |