Files
GhostEngine/Ghost.Graphics/D3D12/D3D12CommandBuffer.cs
Misaki eed1b9d3d0 Refactor graphics engine dependencies and structure
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.
2025-07-07 22:59:47 +09:00

52 lines
1.9 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.Data;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
internal unsafe class D3D12CommandBuffer : ICommandBuffer
{
private readonly ConstPtr<ID3D12GraphicsCommandList10> _commandList;
internal ConstPtr<ID3D12GraphicsCommandList10> CommandList => _commandList;
public D3D12CommandBuffer(ID3D12GraphicsCommandList10* commandList)
{
_commandList = commandList;
}
public void BarrierTransition(IResource resource, ResourceStates beforeState, ResourceStates afterState)
{
var dxResource = (D3D12Resource)resource;
_commandList.Ptr->ResourceBarrierTransition(dxResource.NativeResource.Ptr, beforeState, afterState);
}
public void SetGraphicsRootConstantBufferView(uint slot, ulong gpuAddress)
{
_commandList.Ptr->SetGraphicsRootConstantBufferView(slot, gpuAddress);
}
public void DrawMesh(Mesh mesh, Material material)
{
_commandList.Ptr->SetGraphicsRootSignature(material.Shader.RootSignature);
_commandList.Ptr->SetPipelineState(material.Shader.PipelineState);
material.UploadAndBind(this);
_commandList.Ptr->IASetPrimitiveTopology(PrimitiveTopology.TriangleList);
_commandList.Ptr->IASetVertexBuffers(0, 1, mesh.VertexBufferView);
_commandList.Ptr->IASetIndexBuffer(mesh.IndexBufferView);
_commandList.Ptr->DrawIndexedInstanced(mesh.IndexCount, 1, 0, 0, 0);
}
public void CopyResource(IResource dstResource, uint dstOffset, IResource srcResource, uint srcOffset, uint size)
{
var dstDXResource = (D3D12Resource)dstResource;
var srcDXResource = (D3D12Resource)srcResource;
_commandList.Ptr->CopyBufferRegion(dstDXResource.NativeResource, dstOffset, srcDXResource.NativeResource, srcOffset, size);
}
}