Refactor: add command allocator & render target strategies

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.
This commit is contained in:
2025-12-23 00:35:34 +09:00
parent d23e701f0a
commit aa3d9c749b
24 changed files with 456 additions and 242 deletions

View File

@@ -12,28 +12,18 @@ public readonly unsafe ref struct RenderingContext
{
private readonly IGraphicsEngine _engine;
private readonly ICommandBuffer _directCmd;
private readonly ICommandBuffer _copyCmd;
private readonly ICommandBuffer _computeCmd;
public ICommandBuffer DirectCommandBuffer => _directCmd;
public ICommandBuffer CopyCommandBuffer => _copyCmd;
public ICommandBuffer ComputeCommandBuffer => _computeCmd;
public IShaderCompiler ShaderCompiler => _engine.ShaderCompiler;
public IResourceAllocator ResourceAllocator => _engine.ResourceAllocator;
public IResourceDatabase ResourceDatabase => _engine.ResourceDatabase;
public IPipelineLibrary PipelineLibrary => _engine.PipelineLibrary;
internal RenderingContext(
IGraphicsEngine engine,
ICommandBuffer directCmd,
ICommandBuffer copyCmd,
ICommandBuffer computeCmd)
internal RenderingContext(IGraphicsEngine engine, ICommandBuffer directCmd)
{
_engine = engine;
_directCmd = directCmd;
_copyCmd = copyCmd;
_computeCmd = computeCmd;
}
public ICommandBuffer CrearteCommandBuffer(CommandBufferType type)