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