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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@@ -30,6 +30,10 @@ bool D3D12CommandList::Initialize(ID3D12Device* device, CommandQueueType type, I
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m_commandAllocator = allocator;
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m_device = device;
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char buf[512];
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sprintf(buf, "[D3D12CommandList::Initialize] device=%p, allocator=%p, type=%d\n", device, allocator, (int)type);
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OutputDebugStringA(buf);
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HRESULT hResult = device->CreateCommandList(
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0,
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listType,
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@@ -39,6 +43,8 @@ bool D3D12CommandList::Initialize(ID3D12Device* device, CommandQueueType type, I
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);
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if (FAILED(hResult)) {
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sprintf(buf, "[D3D12CommandList::Initialize] CreateCommandList failed: hr=0x%08X\n", hResult);
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OutputDebugStringA(buf);
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return false;
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}
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