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