refactor: Clean up D3D12 debug logging and rename CompileShader

- Remove debug OutputDebugStringA and file logging from D3D12Device
- Rename CompileShader to CreateShader for API consistency
This commit is contained in:
2026-03-25 19:01:47 +08:00
parent 712e975610
commit 5ade399df2
6 changed files with 3 additions and 79 deletions

View File

@@ -68,7 +68,7 @@ public:
RHISwapChain* CreateSwapChain(const SwapChainDesc& desc) override;
RHICommandList* CreateCommandList(const CommandListDesc& desc) override;
RHICommandQueue* CreateCommandQueue(const CommandQueueDesc& desc) override;
RHIShader* CompileShader(const ShaderCompileDesc& desc) override;
RHIShader* CreateShader(const ShaderCompileDesc& desc) override;
RHIPipelineState* CreatePipelineState(const GraphicsPipelineDesc& desc) override;
RHIPipelineLayout* CreatePipelineLayout(const RHIPipelineLayoutDesc& desc) override;
RHIFence* CreateFence(const FenceDesc& desc) override;

View File

@@ -27,6 +27,7 @@ public:
RHITexture* GetCurrentBackBuffer() override;
D3D12Texture& GetBackBuffer(uint32_t index);
const D3D12Texture& GetBackBuffer(uint32_t index) const;
ID3D12CommandQueue* GetNativeCommandQueue() const { return m_commandQueue.Get(); }
void Present(uint32_t syncInterval = 1, uint32_t flags = 0) override;
void Resize(uint32_t width, uint32_t height) override;
void* GetNativeHandle() override;