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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@@ -35,7 +35,7 @@ public interface ICommandBuffer : IDisposable
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/// <summary>
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/// Begins recording commands into this command buffer
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/// </summary>
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void Begin();
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void Begin(ICommandAllocator allocator);
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/// <summary>
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/// Ends recording commands and prepares for submission
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