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

@@ -30,10 +30,32 @@ public interface IGraphicsEngine : IDisposable
get;
}
/// <summary>
/// Creates a new instance of an object that implements the IRenderer interface.
/// </summary>
/// <returns>An object that provides rendering functionality through the IRenderer interface.</returns>
IRenderer CreateRenderer();
/// <summary>
/// Removes the specified renderer from the collection of active renderers.
/// </summary>
/// <param name="renderer">The renderer instance to remove. Cannot be null.</param>
void RemoveRenderer(IRenderer renderer);
/// <summary>
/// Removes all registered renderers from the collection.
/// </summary>
/// <remarks>Call this method to reset the renderer collection to an empty state. After calling this
/// method, no renderers will be available until new ones are added.</remarks>
void ClearRenderers();
/// <summary>
/// Creates a new command allocator for the specified command buffer type.
/// </summary>
/// <param name="type">The type of command buffer for which to create the allocator. The default is CommandBufferType.Graphics.</param>
/// <returns>An <see cref="ICommandAllocator"/> instance configured for the specified command buffer type.</returns>
ICommandAllocator CreateCommandAllocator(CommandBufferType type = CommandBufferType.Graphics);
/// <summary>
/// Creates a command buffer for recording rendering commands
/// </summary>
@@ -51,5 +73,7 @@ public interface IGraphicsEngine : IDisposable
/// <summary>
/// Renders the current frame.
/// </summary>
void RenderFrame(ICommandBuffer commandBuffer);
/// <param name="commandAllocator">Command allocator to use for rendering</param>
/// <returns>Result of the rendering operation</returns>
Result RenderFrame(ICommandAllocator commandAllocator);
}