Removed references to `Misaki.HighPerformance.Unsafe` and replaced them with `Misaki.HighPerformance.LowLevel` in multiple files. Removed calls to `AllocationManager.Initialize()` and `AllocationManager.Dispose()` in `EngineCore.cs`. Added new methods to the `ICommandBuffer` interface for enhanced rendering capabilities. Updated the `D3D12CommandBuffer` class to implement new graphics command handling methods. Added the `Material` class to manage shader properties and caching for improved performance. Encapsulated shader compilation and reflection processes within the `Shader` class for better organization. Added the `CBufferCache` struct to optimize GPU resource management for constant buffer data. Updated the `MeshRenderPass` class to utilize the new `Material` class for dynamic mesh rendering. Updated various project files to reflect the restructuring of dependencies. Modified XAML files and code-behind for improved readability and maintainability.
30 lines
623 B
C#
30 lines
623 B
C#
using Ghost.Engine.Models;
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using Ghost.Engine.Services;
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using Ghost.Graphics;
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using Ghost.Graphics.Data;
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namespace Ghost.Engine;
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internal class EngineCore
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{
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public void Start(LaunchArgument args)
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{
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ActivationHandler.Handle(args);
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GraphicsPipeline.Initialize(GraphicsAPI.D3D12);
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GraphicsPipeline.Start();
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Logger.LogInfo("Engine started successfully.");
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}
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public void IncrementCPUFenceValue()
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{
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GraphicsPipeline.SignalCPUReady();
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}
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public void ShutDown()
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{
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GraphicsPipeline.SignalCPUReady();
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GraphicsPipeline.Shutdown();
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}
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} |