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.
This commit is contained in:
2026-03-25 16:13:02 +08:00
parent b08f682e5c
commit 16e2065c6c
28 changed files with 355 additions and 121 deletions

View File

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