Move design notes into docs/used

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2026-03-25 21:55:28 +08:00
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# D3D12 RHI 测试失败问题报告
## 问题描述
5个D3D12测试在调用 `CreateCommandList` 时失败,错误码 `DXGI_ERROR_NOT_CURRENTLY_AVAILABLE` (0x887A0005)
## 失败的测试
| 测试名称 | 错误位置 |
|---------|---------|
| `CommandList_ClearRenderTarget_WithRealView` | `CreateCommandList` 返回 nullptr |
| `CommandList_ClearDepthStencil_WithRealView` | `CreateTexture` 返回 nullptr (D24_S8_UInt格式) |
| `CommandList_SetRenderTargets_WithRealViews` | `CreateCommandList` 返回 nullptr |
| `CommandList_BeginEndRenderPass_Basic` | `CreateCommandList` 返回 nullptr |
| `CommandList_BeginEndRenderPass_WithClear` | `CreateCommandList` 返回 nullptr |
## 错误码分析
```
DXGI_ERROR_NOT_CURRENTLY_AVAILABLE (0x887A0005)
```
根据 Microsoft 文档,此错误表示:
> "The resource or operation is not available at the current time. This can be returned when a command is submitted to a queue that is not in a state to process that command."
## 测试代码(最小复现)
```cpp
TEST_P(RHITestFixture, CommandList_ClearRenderTarget_WithRealView) {
// 1. 创建纹理 - 成功
TextureDesc texDesc = {};
texDesc.width = 256;
texDesc.height = 256;
texDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
texDesc.textureType = static_cast<uint32_t>(TextureType::Texture2D);
RHITexture* texture = GetDevice()->CreateTexture(texDesc);
ASSERT_NE(texture, nullptr); // ✅ 通过
// 2. 创建RTV - 成功
RHIResourceView* rtv = GetDevice()->CreateRenderTargetView(texture, {});
ASSERT_NE(rtv, nullptr); // ✅ 通过
// 3. 创建命令列表 - 失败
CommandListDesc cmdDesc = {};
cmdDesc.commandListType = static_cast<uint32_t>(CommandQueueType::Direct);
RHICommandList* cmdList = GetDevice()->CreateCommandList(cmdDesc);
ASSERT_NE(cmdList, nullptr); // ❌ 失败cmdList == nullptr
}
```
## 调试日志
```
CreateTexture: start
CreateRenderTargetView: start
CreateCommandList: start
m_commandQueue=00000180F8F722E0
m_device=00000180F22B5B30
CreateCommandAllocator hr=887A0005
CreateCommandList: allocator init failed
```
## 关键发现
### 1. 通过的测试(关键差异)
以下测试**通过**它们不创建纹理或只创建SRV
```cpp
// ✅ 通过 - 只创建纹理不创建RTV
TEST_P(RHITestFixture, CommandList_Reset_Close) {
CommandListDesc cmdDesc = {};
cmdDesc.commandListType = static_cast<uint32_t>(CommandQueueType::Direct);
RHICommandList* cmdList = GetDevice()->CreateCommandList(cmdDesc);
ASSERT_NE(cmdList, nullptr); // ✅ 通过
cmdList->Shutdown();
delete cmdList;
}
// ✅ 通过 - 创建纹理+SRV但不创建RTV
TEST_P(RHITestFixture, CommandList_TransitionBarrier_WithRealResource) {
RHITexture* texture = GetDevice()->CreateTexture(texDesc); // ✅
RHIResourceView* srv = GetDevice()->CreateShaderResourceView(texture, {}); // ✅
RHICommandList* cmdList = GetDevice()->CreateCommandList(cmdDesc); // ✅ 通过
}
```
### 2. 失败的测试(共同点)
所有失败的测试都**先创建纹理再创建RTV然后创建命令列表**。
### 3. OpenGL vs D3D12
- **OpenGL**: 全部117个测试通过 ✅
- **D3D12 (RHITestFixture)**: 112/117 通过5个失败 ❌
- **D3D12TestFixture**: 全部53个测试通过 ✅
## 代码分析
### CreateCommandList 实现
```cpp
// engine/src/RHI/D3D12/D3D12Device.cpp:409
RHICommandList* D3D12Device::CreateCommandList(const CommandListDesc& desc) {
auto* allocator = new D3D12CommandAllocator();
// 失败发生在这里
if (!allocator->Initialize(m_device.Get(), static_cast<CommandQueueType>(desc.commandListType))) {
delete allocator;
return nullptr; // 返回 nullptr
}
auto* cmdList = new D3D12CommandList();
if (!cmdList->Initialize(m_device.Get(), ...)) {
delete allocator;
delete cmdList;
return nullptr;
}
return cmdList;
}
```
### CreateCommandAllocator 实现
```cpp
// engine/src/RHI/D3D12/D3D12CommandAllocator.cpp:15
bool D3D12CommandAllocator::Initialize(ID3D12Device* device, CommandQueueType type) {
m_type = type;
HRESULT hResult = device->CreateCommandAllocator(
ToD3D12(type), // D3D12_COMMAND_LIST_TYPE_DIRECT
IID_PPV_ARGS(&m_commandAllocator));
return SUCCEEDED(hResult); // 返回 falsehr=887A0005
}
```
### CreateRenderTargetView 实现
```cpp
// engine/src/RHI/D3D12/D3D12Device.cpp:455
RHIResourceView* D3D12Device::CreateRenderTargetView(RHITexture* texture, const ResourceViewDesc& desc) {
auto* view = new D3D12ResourceView();
auto* d3d12Texture = static_cast<D3D12Texture*>(texture);
ID3D12Resource* resource = d3d12Texture->GetResource();
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format = static_cast<DXGI_FORMAT>(desc.format); // desc.format = 0 (Unknown!)
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
// 创建非 shader-visible 的 descriptor heap
DescriptorHeapDesc heapDesc = {};
heapDesc.descriptorCount = 1;
heapDesc.heapType = static_cast<uint32_t>(DescriptorHeapType::RTV);
heapDesc.shaderVisible = false; // 非 shader-visible
auto* heapPool = CreateDescriptorHeap(heapDesc);
view->InitializeAsRenderTarget(m_device.Get(), resource, &rtvDesc, heap, 0);
return view;
}
```
## 已排除的原因
1.**调试层问题** - 禁用后仍然失败
2.**命令队列类型不匹配** - 使用相同的 `CommandQueueType::Direct`
3.**静态全局状态污染** - 每个测试创建独立设备
4.**内存泄漏导致descriptor heap耗尽** - 内存问题不会导致此错误码
5.**测试顺序依赖** - 每个测试有独立的 SetUp/TearDown
## 疑点
1. 为什么 `CreateCommandAllocator` 在创建 RTV非shader-visible descriptor heap之后会失败
2. D3D12TestFixture使用相同设备创建方式为什么全部通过
3. 为什么 SRVshader-visible descriptor heap不会触发这个问题只有 RTV 会?
## 相关文件
- `engine/src/RHI/D3D12/D3D12Device.cpp` - CreateCommandList, CreateTexture, CreateRenderTargetView
- `engine/src/RHI/D3D12/D3D12CommandAllocator.cpp` - CreateCommandAllocator
- `engine/src/RHI/D3D12/D3D12DescriptorHeap.cpp` - CreateDescriptorHeap
- `engine/src/RHI/D3D12/D3D12ResourceView.cpp` - InitializeAsRenderTarget
- `tests/RHI/unit/test_command_list.cpp` - 失败的测试
- `tests/RHI/unit/fixtures/RHITestFixture.cpp` - 测试fixture
## 测试环境
- 平台: Windows
- RHI后端: D3D12
- 测试框架: Google Test
- 编译配置: Debug

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# Editor 重构计划
## 一、当前问题总结
### 1.1 架构问题
| 问题 | 位置 | 严重程度 |
|------|------|----------|
| `Panel` 滥用 `Core::Layer` 继承 | `editor/src/panels/Panel.h` | P0 |
| 单例模式滥用 | 所有 Manager 类 | P1 |
| 直接使用 `GameObject*` 裸指针 | 各 Panel 文件 | P1 |
| `EditorSceneManager` 职责过重 | `editor/src/Managers/SceneManager.h` | P1 |
| 无统一事件总线 | 整体架构 | P1 |
### 1.2 功能缺失
| 功能 | 当前状态 |
|------|----------|
| Undo/Redo | 完全缺失 |
| 场景序列化/反序列化 | 完全缺失 |
| 资源引用系统 | 完全缺失 |
| Play/Edit 模式切换 | 只有框架 |
| Transform Gizmos | 完全缺失 |
| Inspector 组件扩展 | 仅支持 TransformComponent |
| 场景/游戏视图相机控制 | 完全缺失 |
### 1.3 代码质量
- 硬编码路径(崩溃日志路径)
- 调试日志残留InspectorPanel 中大量无意义的 Debug 日志)
- 内存泄漏风险raw new 无智能指针)
- 异常处理硬编码
---
## 二、重构目标
### 2.1 短期目标(原型验证)
- [ ] 解决 P0 级架构问题
- [ ] 实现基础 Undo/Redo
- [ ] 实现场景序列化
- [ ] 分离引擎核心与编辑器状态
### 2.2 中期目标(功能完善)
- [ ] 实现 Transform Gizmos
- [ ] 实现 Inspector 组件扩展机制
- [ ] 实现场景/游戏视图相机控制
- [ ] 实现 Play/Edit 模式切换
- [ ] 实现资源引用系统
### 2.3 长期目标(生产可用)
- [ ] 编辑器配置序列化
- [ ] 插件系统
- [ ] 多场景编辑
- [ ] 性能优化
---
## 三、重构方案
### 3.1 架构重构
#### 3.1.1 Panel 独立化
**现状**
```cpp
class Panel : public Core::Layer { // ❌ 编辑器面板不是游戏层级
```
**重构**
```cpp
namespace XCEngine {
namespace Editor {
class Panel {
public:
Panel(const std::string& name) : m_name(name), m_isOpen(true) {}
virtual ~Panel() = default;
virtual void OnAttach() {}
virtual void OnDetach() {}
virtual void OnUpdate(float dt) {}
virtual void OnEvent(void* event) {}
virtual void Render() = 0;
bool IsOpen() const { return m_isOpen; }
void SetOpen(bool open) { m_isOpen = open; }
protected:
std::string m_name;
bool m_isOpen;
};
} // namespace Editor
} // namespace XCEngine
```
**理由**`Core::Layer` 设计用于游戏层级系统UI/World/Background编辑器面板只是 UI 控件,不应继承它。
#### 3.1.2 单例改造为依赖注入
**现状**
```cpp
class SelectionManager {
public:
static SelectionManager& Get() { ... } // ❌ 单例
};
```
**重构**
```cpp
class IEditorContext {
public:
virtual ~IEditorContext() = default;
virtual ISelectionManager& GetSelectionManager() = 0;
virtual ISceneManager& GetSceneManager() = 0;
virtual IProjectManager& GetProjectManager() = 0;
virtual IUndoRedoSystem& GetUndoRedoSystem() = 0;
};
class EditorLayer {
public:
void SetContext(std::shared_ptr<IEditorContext> context) { m_context = context; }
private:
std::shared_ptr<IEditorContext> m_context;
};
```
#### 3.1.3 引入事件总线
**新增 `EditorEventBus`**
```cpp
class EditorEventBus {
public:
template<typename T>
void Subscribe(std::function<void(const T&)> handler);
template<typename T>
void Unsubscribe(uint64_t id);
template<typename T>
void Publish(const T& event);
private:
std::unordered_map<size_t, std::vector<std::function<void(void*)>>> m_handlers;
std::unordered_map<size_t, uint64_t> m_nextId;
};
```
**定义事件类型**
```cpp
struct SelectionChangedEvent {
std::vector<GameObjectID> selectedObjects;
};
struct EntityCreatedEvent {
GameObjectID entityId;
};
struct EntityDestroyedEvent {
GameObjectID entityId;
};
```
#### 3.1.4 GameObject 生命周期管理
**现状**
```cpp
::XCEngine::Components::GameObject* m_selectedGameObject = nullptr; // ❌ 裸指针
```
**重构**
```cpp
using GameObjectHandle = ResourceHandle<GameObject>;
struct SelectionState {
std::vector<GameObjectHandle> selectedObjects;
GameObjectHandle primarySelection; // 最后选中的
};
```
---
### 3.2 功能重构
#### 3.2.1 Undo/Redo 系统
**Command Pattern 实现**
```cpp
class ICommand {
public:
virtual ~ICommand() = default;
virtual void Execute() = 0;
virtual void Undo() = 0;
virtual std::string GetName() const = 0;
};
class CreateEntityCommand : public ICommand {
public:
CreateEntityCommand(ISceneManager& scene, GameObjectHandle parent, std::string name);
void Execute() override;
void Undo() override;
std::string GetName() const override { return "Create " + m_name; }
private:
ISceneManager& m_scene;
GameObjectHandle m_parent;
std::string m_name;
GameObjectHandle m_createdEntity;
};
class DeleteEntityCommand : public ICommand {
public:
DeleteEntityCommand(ISceneManager& scene, GameObjectHandle entity);
void Execute() override;
void Undo() override;
std::string GetName() const override { return "Delete " + m_entityName; }
private:
ISceneManager& m_scene;
GameObjectHandle m_entity;
std::string m_entityName;
std::vector<GameObjectHandle> m_children;
GameObjectHandle m_parent;
// 存储删除前的完整状态用于恢复
};
class TransformCommand : public ICommand {
public:
TransformCommand(GameObjectHandle entity, const Transform& oldState, const Transform& newState);
void Execute() override { Apply(m_newState); }
void Undo() override { Apply(m_oldState); }
private:
void Apply(const Transform& t);
GameObjectHandle m_entity;
Transform m_oldState;
Transform m_newState;
};
```
**Undo/Redo Manager**
```cpp
class UndoRedoSystem {
public:
void Execute(std::unique_ptr<ICommand> command);
void Undo();
void Redo();
bool CanUndo() const { return m_undoStack.size() > m_historyIndex + 1; }
bool CanRedo() const { return m_historyIndex >= 0; }
private:
std::vector<std::unique_ptr<ICommand>> m_undoStack;
int m_historyIndex = -1;
static constexpr size_t MAX_HISTORY = 100;
};
```
#### 3.2.2 场景序列化
**Scene 序列化接口**
```cpp
class ISceneSerializer {
public:
virtual ~ISceneSerializer() = default;
virtual bool Serialize(IScene* scene, const std::string& path) = 0;
virtual bool Deserialize(IScene* scene, const std::string& path) = 0;
};
class JsonSceneSerializer : public ISceneSerializer {
public:
bool Serialize(IScene* scene, const std::string& path) override;
bool Deserialize(IScene* scene, const std::string& path) override;
private:
nlohmann::json GameObjectToJson(GameObject* go);
GameObject* JsonToGameObject(const nlohmann::json& j, GameObject* parent);
};
```
**序列化格式JSON**
```json
{
"version": "1.0",
"name": "MainScene",
"entities": [
{
"id": "1234567890",
"name": "Player",
"components": [
{
"type": "TransformComponent",
"position": [0, 0, 0],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
},
{
"type": "MeshRendererComponent",
"mesh": "Assets/Meshes/cube.mesh",
"material": "Assets/Materials/default.mat"
}
],
"children": [
{
"id": "9876543210",
"name": "Weapon",
"components": [...]
}
]
}
]
}
```
#### 3.2.3 Inspector 组件扩展机制
**抽象 Component 编辑器**
```cpp
class IComponentEditor {
public:
virtual ~IComponentEditor() = default;
virtual std::string GetComponentTypeName() const = 0;
virtual bool CanEdit(Component* component) const = 0;
virtual void Render(Component* component) = 0;
};
class TransformComponentEditor : public IComponentEditor {
public:
std::string GetComponentTypeName() const override { return "TransformComponent"; }
bool CanEdit(Component* component) const override {
return dynamic_cast<TransformComponent*>(component) != nullptr;
}
void Render(Component* component) override;
};
class InspectorPanel {
public:
void RegisterComponentEditor(std::unique_ptr<IComponentEditor> editor);
void RenderGameObject(GameObject* gameObject);
private:
std::vector<std::unique_ptr<IComponentEditor>> m_editors;
std::unique_ptr<IComponentEditor> GetEditorFor(Component* component);
};
```
**注册默认编辑器**
```cpp
void InspectorPanel::Initialize() {
RegisterComponentEditor(std::make_unique<TransformComponentEditor>());
// 后续添加更多编辑器
}
```
#### 3.2.4 资源引用系统
**AssetHandle**
```cpp
template<typename T>
class AssetHandle {
public:
AssetHandle() = default;
explicit AssetHandle(AssetID id, std::shared_ptr<T> asset = nullptr);
AssetID GetID() const { return m_id; }
T* Get() const { return m_asset.get(); }
T* operator->() const { return m_asset.get(); }
explicit operator bool() const { return m_asset != nullptr; }
private:
AssetID m_id;
std::shared_ptr<T> m_asset;
};
class MeshRendererComponent {
public:
AssetHandle<Mesh> GetMesh() const { return m_mesh; }
void SetMesh(AssetHandle<Mesh> mesh) { m_mesh = mesh; }
private:
AssetHandle<Mesh> m_mesh;
AssetHandle<Material> m_material;
};
```
---
### 3.3 界面重构
#### 3.3.1 SceneView 实现
**相机控制器**
```cpp
class SceneViewCameraController {
public:
enum class Mode { Pan, Orbit, Zoom };
void OnUpdate(float dt);
void OnMouseMove(int x, int y);
void OnMouseWheel(int delta);
Matrix4 GetViewMatrix() const;
Matrix4 GetProjectionMatrix() const;
private:
Mode m_mode = Mode::Orbit;
Vector3 m_target = Vector3::Zero();
float m_distance = 10.0f;
float m_pitch = 0.0f;
float m_yaw = 0.0f;
bool m_isDragging = false;
ImVec2 m_lastMousePos;
};
```
**Gizmos 渲染**
```cpp
class GizmosRenderer {
public:
void DrawTranslateGizmo(GameObjectHandle target);
void DrawRotateGizmo(GameObjectHandle target);
void DrawScaleGizmo(GameObjectHandle target);
enum class Axis { X, Y, Z, XY, XZ, YZ, XYZ };
std::optional<Axis> HandleInput(const Ray& ray);
};
```
#### 3.3.2 Editor 模式状态机
```cpp
enum class EditorMode { Edit, Play, Paused };
class EditorStateMachine {
public:
void SetMode(EditorMode mode);
EditorMode GetMode() const { return m_mode; }
void Update(float dt);
private:
EditorMode m_mode = EditorMode::Edit;
void EnterEditMode();
void ExitEditMode();
void EnterPlayMode();
void ExitPlayMode();
};
```
---
## 四、重构实施计划
### 阶段一:架构重构(第 1-2 周)
| 任务 | 依赖 | 状态 |
|------|------|------|
| Panel 类独立化 | - | ✅ 完成 |
| 引入事件总线 | - | ✅ 完成 |
| EditorContext 接口定义 | Panel 独立化 | ✅ 完成 |
| SelectionManager 改造 | 事件总线 | ✅ 完成 |
| EditorLayer 重构 | 上述全部 | ✅ 完成 |
**已完成的文件**
- `editor/src/panels/Panel.h/cpp` - 独立的 Panel 基类
- `editor/src/Core/EventBus.h` - 类型安全事件总线
- `editor/src/Core/EditorEvents.h` - 编辑器事件类型定义
- `editor/src/Core/ISelectionManager.h` - 选择管理器接口
- `editor/src/Core/SelectionManager.h` - 选择管理器实现
- `editor/src/Core/IEditorContext.h` - 编辑器上下文接口
- `editor/src/Core/EditorContext.h` - 编辑器上下文实现
- `editor/src/Core/EditorConsoleSink.h/cpp` - Editor 专用日志 Sink
**2026-03-25 更新**
- `editor/src/panels/HierarchyPanel.h/cpp` - 已迁移至 IEditorContext
- `editor/src/panels/InspectorPanel.h/cpp` - 已迁移至 IEditorContext + EventBus
- 移除了所有 Panel 中的 `SelectionManager::Get()``EditorSceneManager::Get()` 单例调用
- SceneManager::RenameEntity 实现已添加
- **日志系统统一**:删除了独立的 LogSystem 单例Editor 和 Engine 共用 Debug::Logger
- ConsolePanel 改用 EditorConsoleSink 从 Logger 读取日志
- 删除了 `editor/src/Managers/LogSystem.h/cpp``editor/src/Core/LogEntry.h`
- **命名规范修复**SelectionManagerImpl → SelectionManagerEditorContextImpl → EditorContext
- 删除了未使用的 SceneManagerImpl 和 ISceneManager
- **ProjectManager 单例移除**:创建了 IProjectManager 接口ProjectManager 实现该接口EditorContext 拥有实例
- **ISceneManager 接口**:创建了 ISceneManager 接口SceneManager 实现该接口
- **IEditorContext::GetSceneManager() 返回类型**:从 `void*` 改为 `ISceneManager&`
- **HierarchyPanel EventBus 订阅**HierarchyPanel 现在订阅 SelectionChangedEvent
### 阶段二:核心功能(第 3-4 周)
| 任务 | 依赖 | 状态 |
|------|------|------|
| Undo/Redo 系统 | 事件总线 | TODO |
| Command 基类 | - | TODO |
| 常用 Command 实现 | Undo/Redo 系统 | TODO |
| 场景序列化 | Command 基类 | TODO |
| SceneManager 重构 | 事件总线、Command | TODO |
### 阶段三Inspector 改进(第 5-6 周)
| 任务 | 依赖 | 状态 |
|------|------|------|
| ComponentEditor 接口 | 阶段一完成 | TODO |
| TransformComponentEditor | ComponentEditor 接口 | TODO |
| MeshRendererComponentEditor | AssetHandle 系统 | TODO |
| 动态添加组件 UI | ComponentEditor 接口 | TODO |
### 阶段四SceneView 实现(第 7-8 周)
| 任务 | 依赖 | 状态 |
|------|------|------|
| CameraController | - | TODO |
| GizmosRenderer | CameraController | TODO |
| Selection Outline | GizmosRenderer | TODO |
| Grid Renderer | - | TODO |
### 阶段五Play/Edit 模式(第 9-10 周)
| 任务 | 依赖 | 状态 |
|------|------|------|
| EditorStateMachine | 阶段一完成 | TODO |
| 场景状态保存/恢复 | 序列化 | TODO |
| GameView 集成 | StateMachine | TODO |
| 工具栏 UI | GizmosRenderer | TODO |
---
## 五、注意事项
### 5.1 向后兼容
- 保持 `GameObject``Component` 等核心类接口不变
- 新增接口使用 `virtual` 或默认实现
- 序列化格式预留 `version` 字段
### 5.2 性能考虑
- Undo/Redo 栈限制最大容量
- 事件总线使用 `std::function``std::any` 存储避免类型擦除开销
- Inspector 使用 `std::unordered_map` 加速组件编辑器查找
### 5.3 测试计划
- 单元测试Command、Serializer、EventBus
- 集成测试Undo/Redo 完整流程
- UI 测试:手动测试为主
---
## 六、代码规范
### 6.1 命名规范
- Editor 相关类放在 `XCEngine::Editor` 命名空间
- 接口类前缀 `I`(如 `ISelectionManager`
- Editor 内部实现后缀 `Impl`(如 `SelectionManagerImpl`
### 6.2 文件组织
```
editor/src/
├── Core/
│ ├── EditorContext.h/cpp
│ ├── EventBus.h/cpp
│ └── UndoRedo.h/cpp
├── Commands/
│ ├── Command.h
│ ├── CreateEntityCommand.h/cpp
│ ├── DeleteEntityCommand.h/cpp
│ └── TransformCommand.h/cpp
├── Panels/
│ ├── Panel.h # 基础类
│ ├── HierarchyPanel.h/cpp
│ ├── InspectorPanel.h/cpp
│ └── ...
└── UI/
├── Gizmos.h/cpp
└── CameraController.h/cpp
```
### 6.3 禁止事项
- ❌ 禁止在 Editor 代码中使用 `static` 单例模式
- ❌ 禁止直接持有 `GameObject*` 裸指针
- ❌ 禁止在 Release 版本保留 `Debug::Logger` 调用
- ❌ 禁止硬编码任何路径