Unified logging: Replace LogSystem with EditorConsoleSink
- Created EditorConsoleSink (implements ILogSink interface) - EditorConsoleSink stores logs in memory buffer (max 1000 entries) - Added to Debug::Logger in Application::Initialize() - ConsolePanel now reads from EditorConsoleSink via static GetInstance() - Removed separate LogSystem singleton - Removed editor/src/Core/LogEntry.h (no longer needed) Now Editor and Engine share the same Debug::Logger, with ConsolePanel displaying logs via EditorConsoleSink.
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@@ -2,6 +2,7 @@
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#include <d3d12.h>
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#include <wrl/client.h>
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#include <memory>
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#include "../RHIResourceView.h"
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#include "../RHIEnums.h"
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@@ -28,6 +29,8 @@ public:
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ResourceViewDimension GetDimension() const override { return m_dimension; }
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Format GetFormat() const override { return m_format; }
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void SetOwnedHeap(std::unique_ptr<class D3D12DescriptorHeap> heap);
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void InitializeAsRenderTarget(ID3D12Device* device, ID3D12Resource* resource,
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const D3D12_RENDER_TARGET_VIEW_DESC* desc,
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D3D12DescriptorHeap* heap, uint32_t slotIndex);
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@@ -63,6 +66,7 @@ private:
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ID3D12Resource* m_resource;
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D3D12DescriptorHeap* m_heap;
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uint32_t m_slotIndex;
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std::unique_ptr<D3D12DescriptorHeap> m_ownedHeap;
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};
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} // namespace RHI
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