RefCounted GraphicsContext

This commit is contained in:
Simon Lübeß
2021-02-07 13:04:18 +01:00
parent c1fc1c3fd8
commit 54f2c0fcec
11 changed files with 36 additions and 32 deletions
@@ -31,7 +31,7 @@ namespace GlitchyEngine
private bool _isVSync = true;
private GraphicsContext _graphicsContext ~ delete _;
private GraphicsContext _graphicsContext ~ _?.ReleaseRef();
public override GraphicsContext Context => _graphicsContext;
+2 -2
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@@ -122,7 +122,7 @@ namespace GlitchyEngine.Renderer
/// Represents a buffer containing binary data on the GPU.
public class Buffer : RefCounted
{
internal GraphicsContext _context;
internal GraphicsContext _context ~ _?.ReleaseRef();
protected BufferDescription _description;
@@ -132,7 +132,7 @@ namespace GlitchyEngine.Renderer
protected this(GraphicsContext context)
{
_context = context;
_context = context..AddRef();
}
/**
+1 -1
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@@ -4,7 +4,7 @@ namespace GlitchyEngine.Renderer
{
public class Effect : RefCounted
{
protected GraphicsContext _context;
protected GraphicsContext _context; // Todo:???
internal VertexShader _vs ~ _?.ReleaseRef();
internal PixelShader _ps ~ _?.ReleaseRef();
@@ -5,7 +5,7 @@ namespace GlitchyEngine.Renderer
{
public class GeometryBinding
{
internal GraphicsContext _context;
internal GraphicsContext _context ~ _?.ReleaseRef();
internal List<VertexBufferBinding> _vertexBuffers = new .() ~ delete _;
internal IndexBuffer _indexBuffer;
@@ -16,7 +16,7 @@ namespace GlitchyEngine.Renderer
public this(GraphicsContext context)
{
_context = context;
_context = context..AddRef();
}
public VertexBufferBinding GetVertexBuffer(uint32 slot)
@@ -5,7 +5,7 @@ namespace GlitchyEngine.Renderer
{
public class RenderTarget;
public class GraphicsContext
public class GraphicsContext : RefCounted
{
private RasterizerState _currentRasterizerState;
+1 -1
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@@ -9,7 +9,7 @@ namespace GlitchyEngine.Renderer
public this(Effect effect)
{
_effect = effect;
_effect = effect..AddRef();
}
// public void Set(String name, VALUE)...
@@ -51,7 +51,7 @@ namespace GlitchyEngine.Renderer
public class RasterizerState
{
internal GraphicsContext _context;
internal GraphicsContext _context ~ _?.ReleaseRef();
private RasterizerStateDescription _description;
public GraphicsContext Context => _context;
@@ -59,7 +59,7 @@ namespace GlitchyEngine.Renderer
protected this(GraphicsContext context)
{
_context = context;
_context = context..AddRef();
}
public extern this(GraphicsContext context, RasterizerStateDescription description);
+2 -2
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@@ -14,7 +14,7 @@ namespace GlitchyEngine.Renderer
public Matrix Transform;
}
static GraphicsContext _context;
static GraphicsContext _context ~ _?.ReleaseRef();
static Buffer<SceneConstants> _sceneConstants ~ _?.ReleaseRef();
@@ -22,7 +22,7 @@ namespace GlitchyEngine.Renderer
public static void Init(GraphicsContext context)
{
_context = context;
_context = context..AddRef();
_sceneConstants = new Buffer<SceneConstants>(_context, .(0, .Constant, .Dynamic, .Write));
_sceneConstants.Update();
+2 -2
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@@ -20,7 +20,7 @@ namespace GlitchyEngine.Renderer
public abstract class Shader : RefCounted
{
protected GraphicsContext _context;
protected GraphicsContext _context ~ _?.ReleaseRef();
protected BufferCollection _buffers ~ delete _;//:append _;
@@ -35,7 +35,7 @@ namespace GlitchyEngine.Renderer
//let buffers = new BufferCollection();
_buffers = new BufferCollection();
_context = context;
_context = context..AddRef();
CompileFromSource(source, entryPoint);
}
+2 -2
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@@ -75,7 +75,7 @@ namespace GlitchyEngine.Renderer
public class VertexLayout
{
private GraphicsContext _context;
private GraphicsContext _context ~ _?.ReleaseRef();
private VertexElement[] _elements ~ delete _;
@@ -87,7 +87,7 @@ namespace GlitchyEngine.Renderer
/// Takes ownership of ownElements!
public this(GraphicsContext context, VertexElement[] ownElements, VertexShader vertexShader)
{
_context = context;
_context = context..AddRef();
_elements = ownElements;
CreateNativeLayout();
+20 -16
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@@ -55,6 +55,8 @@ namespace Sandbox
ConstantBuffer _cBuffer ~ _?.ReleaseRef();
GraphicsContext _context ~ _?.ReleaseRef();
private Vector3 CircleCoord(float angle)
{
return .(Math.Cos(angle), Math.Sin(angle), 0);
@@ -63,21 +65,23 @@ namespace Sandbox
[AllowAppend]
public this() : base("Example")
{
_context = Application.Get().Window.Context..AddRef();
{
_effect = new Effect();
let vs = Shader.FromFile!<VertexShader>(Application.Get().Window.Context, "content\\basicShader.hlsl", "VS");
let vs = Shader.FromFile!<VertexShader>(_context, "content\\basicShader.hlsl", "VS");
_effect.VertexShader = vs;
vs.ReleaseRef();
let ps = Shader.FromFile!<PixelShader>(Application.Get().Window.Context, "content\\basicShader.hlsl", "PS");
let ps = Shader.FromFile!<PixelShader>(_context, "content\\basicShader.hlsl", "PS");
_effect.PixelShader = ps;
ps.ReleaseRef();
}
// Create Input Layout
_vertexLayout = new VertexLayout(Application.Get().Window.Context, new .(
_vertexLayout = new VertexLayout(_context, new .(
VertexElement(.R32G32B32_Float, "POSITION"),
VertexElement(.R8G8B8A8_UNorm, "COLOR"),
), _effect.VertexShader);
@@ -88,7 +92,7 @@ namespace Sandbox
// Create hexagon
{
_geometryBinding = new GeometryBinding(Application.Get().Window.Context);
_geometryBinding = new GeometryBinding(_context);
_geometryBinding.SetPrimitiveTopology(.TriangleList);
_geometryBinding.SetVertexLayout(_vertexLayout);
@@ -103,7 +107,7 @@ namespace Sandbox
VertexColor(CircleCoord(-pO3), Color(255, 0,255)),
);
_vertexBuffer = new VertexBuffer(Application.Get().Window.Context, typeof(VertexColor), (.)vertices.Count, .Immutable);
_vertexBuffer = new VertexBuffer(_context, typeof(VertexColor), (.)vertices.Count, .Immutable);
_vertexBuffer.SetData(vertices);
_geometryBinding.SetVertexBufferSlot(_vertexBuffer, 0);
@@ -115,14 +119,14 @@ namespace Sandbox
0, 5, 6,
0, 6, 1);
_indexBuffer = new IndexBuffer(Application.Get().Window.Context, (.)indices.Count, .Immutable);
_indexBuffer = new IndexBuffer(_context, (.)indices.Count, .Immutable);
_indexBuffer.SetData(indices);
_geometryBinding.SetIndexBuffer(_indexBuffer);
}
// Create Quad
{
_quadGeometryBinding = new GeometryBinding(Application.Get().Window.Context);
_quadGeometryBinding = new GeometryBinding(_context);
_quadGeometryBinding.SetPrimitiveTopology(.TriangleList);
_quadGeometryBinding.SetVertexLayout(_vertexLayout);
@@ -133,7 +137,7 @@ namespace Sandbox
VertexColor(Vector3(0.75f, 0.75f, 0), Color.White),
);
_quadVertexBuffer = new VertexBuffer(Application.Get().Window.Context, typeof(VertexColor), (.)vertices.Count, .Immutable);
_quadVertexBuffer = new VertexBuffer(_context, typeof(VertexColor), (.)vertices.Count, .Immutable);
_quadVertexBuffer.SetData(vertices);
_quadGeometryBinding.SetVertexBufferSlot(_quadVertexBuffer, 0);
@@ -141,14 +145,14 @@ namespace Sandbox
0, 1, 2,
2, 3, 0);
_quadIndexBuffer = new IndexBuffer(Application.Get().Window.Context, (.)indices.Count, .Immutable);
_quadIndexBuffer = new IndexBuffer(_context, (.)indices.Count, .Immutable);
_quadIndexBuffer.SetData(indices);
_quadGeometryBinding.SetIndexBuffer(_quadIndexBuffer);
}
// Create rasterizer state
GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
_rasterizerState = new RasterizerState(Application.Get().Window.Context, rsDesc);
_rasterizerState = new RasterizerState(_context, rsDesc);
// Camera
_camera = new OrthographicCamera();
@@ -192,8 +196,8 @@ namespace Sandbox
_camera.Position += .(movement, 0);
_camera.Width = Application.Get().Window.Context.SwapChain.BackbufferViewport.Width / 256;
_camera.Height = Application.Get().Window.Context.SwapChain.BackbufferViewport.Height / 256;
_camera.Width = _context.SwapChain.BackbufferViewport.Width / 256;
_camera.Height = _context.SwapChain.BackbufferViewport.Height / 256;
//_camera.AspectRatio = Application.Get().Window.Context.SwapChain.BackbufferViewport.Width /
// Application.Get().Window.Context.SwapChain.BackbufferViewport.Height;
@@ -203,12 +207,12 @@ namespace Sandbox
RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
// Draw test geometry
Application.Get().Window.Context.SetRenderTarget(null);
Application.Get().Window.Context.BindRenderTargets();
_context.SetRenderTarget(null);
_context.BindRenderTargets();
Application.Get().Window.Context.SetRasterizerState(_rasterizerState);
_context.SetRasterizerState(_rasterizerState);
Application.Get().Window.Context.SetViewport(Application.Get().Window.Context.SwapChain.BackbufferViewport);
_context.SetViewport(_context.SwapChain.BackbufferViewport);
Renderer.BeginScene(_camera);