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

@@ -28,9 +28,9 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
public ICommandQueue ComputeQueue => _computeQueue;
public ICommandQueue CopyQueue => _copyQueue;
public SharedPtr<IDXGIFactory7> DXGIFactory => _dxgiFactory.Get();
public SharedPtr<ID3D12Device14> NativeDevice => _device.Get();
public SharedPtr<IDXGIAdapter1> Adapter => _adapter.Get();
public SharedPtr<IDXGIFactory7> DXGIFactory => _dxgiFactory.Share();
public SharedPtr<ID3D12Device14> NativeDevice => _device.Share();
public SharedPtr<IDXGIAdapter1> Adapter => _adapter.Share();
public SharedPtr<ID3D12CommandQueue> NativeGraphicsQueue => _graphicsQueue.NativeQueue;
public SharedPtr<ID3D12CommandQueue> NativeComputeQueue => _computeQueue.NativeQueue;
public SharedPtr<ID3D12CommandQueue> NativeCopyQueue => _copyQueue.NativeQueue;