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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@@ -18,6 +18,7 @@
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#include "XCEngine/RHI/D3D12/D3D12RenderPass.h"
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#include "XCEngine/RHI/D3D12/D3D12Framebuffer.h"
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#include <stdio.h>
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#include <memory>
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#ifdef _DEBUG
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#include <dxgidebug.h>
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@@ -407,18 +408,32 @@ RHISwapChain* D3D12Device::CreateSwapChain(const SwapChainDesc& desc) {
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}
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RHICommandList* D3D12Device::CreateCommandList(const CommandListDesc& desc) {
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auto* allocator = new D3D12CommandAllocator();
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FILE* f = fopen("D:\\Xuanchi\\Main\\XCEngine\\debug_rhi.log", "a");
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if (f) { fprintf(f, "[CreateCommandList] Start, m_device=%p, m_initialized=%d\n", m_device.Get(), m_initialized); fclose(f); }
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if (!m_device) {
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FILE* f2 = fopen("D:\\Xuanchi\\Main\\XCEngine\\debug_rhi.log", "a");
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if (f2) { fprintf(f2, "[CreateCommandList] Error: m_device is null\n"); fclose(f2); }
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return nullptr;
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}
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auto allocator = std::make_unique<D3D12CommandAllocator>();
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if (!allocator->Initialize(m_device.Get(), static_cast<CommandQueueType>(desc.commandListType))) {
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delete allocator;
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FILE* f2 = fopen("D:\\Xuanchi\\Main\\XCEngine\\debug_rhi.log", "a");
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if (f2) { fprintf(f2, "[CreateCommandList] Error: allocator Initialize failed\n"); fclose(f2); }
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return nullptr;
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}
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auto* cmdList = new D3D12CommandList();
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if (!cmdList->Initialize(m_device.Get(), static_cast<CommandQueueType>(desc.commandListType), allocator->GetCommandAllocator())) {
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delete allocator;
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FILE* f2 = fopen("D:\\Xuanchi\\Main\\XCEngine\\debug_rhi.log", "a");
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if (f2) { fprintf(f2, "[CreateCommandList] Error: cmdList Initialize failed\n"); fclose(f2); }
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delete cmdList;
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return nullptr;
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}
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FILE* f3 = fopen("D:\\Xuanchi\\Main\\XCEngine\\debug_rhi.log", "a");
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if (f3) { fprintf(f3, "[CreateCommandList] Success\n"); fclose(f3); }
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return cmdList;
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}
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@@ -453,27 +468,42 @@ RHIPipelineLayout* D3D12Device::CreatePipelineLayout(const RHIPipelineLayoutDesc
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}
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RHIResourceView* D3D12Device::CreateRenderTargetView(RHITexture* texture, const ResourceViewDesc& desc) {
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FILE* f = fopen("D:\\Xuanchi\\Main\\XCEngine\\debug_rhi.log", "a");
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if (f) { fprintf(f, "[CreateRenderTargetView] Start\n"); fclose(f); }
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if (!texture) {
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FILE* f2 = fopen("D:\\Xuanchi\\Main\\XCEngine\\debug_rhi.log", "a");
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if (f2) { fprintf(f2, "[CreateRenderTargetView] Error: texture is null\n"); fclose(f2); }
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return nullptr;
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}
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auto* view = new D3D12ResourceView();
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auto* d3d12Texture = static_cast<D3D12Texture*>(texture);
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ID3D12Resource* resource = d3d12Texture->GetResource();
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if (!resource) {
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FILE* f2 = fopen("D:\\Xuanchi\\Main\\XCEngine\\debug_rhi.log", "a");
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if (f2) { fprintf(f2, "[CreateRenderTargetView] Error: resource is null\n"); fclose(f2); }
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delete view;
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return nullptr;
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}
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D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
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rtvDesc.Format = static_cast<DXGI_FORMAT>(desc.format);
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rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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DescriptorHeapDesc heapDesc = {};
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heapDesc.descriptorCount = 1;
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heapDesc.heapType = static_cast<uint32_t>(DescriptorHeapType::RTV);
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heapDesc.shaderVisible = false;
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auto* heapPool = CreateDescriptorHeap(heapDesc);
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auto* heap = static_cast<D3D12DescriptorHeap*>(heapPool);
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if (heap == nullptr) {
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auto heap = std::make_unique<D3D12DescriptorHeap>();
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if (!heap->Initialize(m_device.Get(), DescriptorHeapType::RTV, 1, false)) {
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FILE* f2 = fopen("D:\\Xuanchi\\Main\\XCEngine\\debug_rhi.log", "a");
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if (f2) { fprintf(f2, "[CreateRenderTargetView] Error: heap Initialize failed\n"); fclose(f2); }
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delete view;
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return nullptr;
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}
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view->InitializeAsRenderTarget(m_device.Get(), resource, &rtvDesc, heap, 0);
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view->InitializeAsRenderTarget(m_device.Get(), resource, &rtvDesc, heap.get(), 0);
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view->SetOwnedHeap(std::move(heap));
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FILE* f3 = fopen("D:\\Xuanchi\\Main\\XCEngine\\debug_rhi.log", "a");
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if (f3) { fprintf(f3, "[CreateRenderTargetView] Success\n"); fclose(f3); }
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return view;
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}
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@@ -486,19 +516,14 @@ RHIResourceView* D3D12Device::CreateDepthStencilView(RHITexture* texture, const
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dsvDesc.Format = static_cast<DXGI_FORMAT>(desc.format);
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dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
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DescriptorHeapDesc heapDesc = {};
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heapDesc.descriptorCount = 1;
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heapDesc.heapType = static_cast<uint32_t>(DescriptorHeapType::DSV);
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heapDesc.shaderVisible = false;
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auto* heapPool = CreateDescriptorHeap(heapDesc);
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auto* heap = static_cast<D3D12DescriptorHeap*>(heapPool);
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if (heap == nullptr) {
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auto heap = std::make_unique<D3D12DescriptorHeap>();
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if (!heap->Initialize(m_device.Get(), DescriptorHeapType::DSV, 1, false)) {
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delete view;
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return nullptr;
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}
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view->InitializeAsDepthStencil(m_device.Get(), resource, &dsvDesc, heap, 0);
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view->InitializeAsDepthStencil(m_device.Get(), resource, &dsvDesc, heap.get(), 0);
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view->SetOwnedHeap(std::move(heap));
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return view;
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}
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@@ -514,14 +539,14 @@ RHIResourceView* D3D12Device::CreateShaderResourceView(RHITexture* texture, cons
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srvDesc.Texture2D.MostDetailedMip = 0;
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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DescriptorHeapDesc heapDesc = {};
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heapDesc.descriptorCount = 1;
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heapDesc.heapType = static_cast<uint32_t>(DescriptorHeapType::CBV_SRV_UAV);
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heapDesc.shaderVisible = true;
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auto* heapPool = CreateDescriptorHeap(heapDesc);
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auto* heap = static_cast<D3D12DescriptorHeap*>(heapPool);
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auto heap = std::make_unique<D3D12DescriptorHeap>();
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if (!heap->Initialize(m_device.Get(), DescriptorHeapType::CBV_SRV_UAV, 1, true)) {
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delete view;
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return nullptr;
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}
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view->InitializeAsShaderResource(m_device.Get(), resource, &srvDesc, heap, 0);
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view->InitializeAsShaderResource(m_device.Get(), resource, &srvDesc, heap.get(), 0);
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view->SetOwnedHeap(std::move(heap));
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return view;
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}
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@@ -534,14 +559,14 @@ RHIResourceView* D3D12Device::CreateUnorderedAccessView(RHITexture* texture, con
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uavDesc.Format = static_cast<DXGI_FORMAT>(desc.format);
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uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
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DescriptorHeapDesc heapDesc = {};
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heapDesc.descriptorCount = 1;
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heapDesc.heapType = static_cast<uint32_t>(DescriptorHeapType::CBV_SRV_UAV);
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heapDesc.shaderVisible = true;
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auto* heapPool = CreateDescriptorHeap(heapDesc);
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auto* heap = static_cast<D3D12DescriptorHeap*>(heapPool);
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auto heap = std::make_unique<D3D12DescriptorHeap>();
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if (!heap->Initialize(m_device.Get(), DescriptorHeapType::CBV_SRV_UAV, 1, true)) {
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delete view;
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return nullptr;
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}
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view->InitializeAsUnorderedAccess(m_device.Get(), resource, &uavDesc, heap, 0);
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view->InitializeAsUnorderedAccess(m_device.Get(), resource, &uavDesc, heap.get(), 0);
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view->SetOwnedHeap(std::move(heap));
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return view;
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}
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