refactor: Clean up D3D12 debug logging and rename CompileShader
- Remove debug OutputDebugStringA and file logging from D3D12Device - Rename CompileShader to CreateShader for API consistency
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@@ -68,7 +68,7 @@ public:
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RHISwapChain* CreateSwapChain(const SwapChainDesc& desc) override;
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RHICommandList* CreateCommandList(const CommandListDesc& desc) override;
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RHICommandQueue* CreateCommandQueue(const CommandQueueDesc& desc) override;
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RHIShader* CompileShader(const ShaderCompileDesc& desc) override;
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RHIShader* CreateShader(const ShaderCompileDesc& desc) override;
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RHIPipelineState* CreatePipelineState(const GraphicsPipelineDesc& desc) override;
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RHIPipelineLayout* CreatePipelineLayout(const RHIPipelineLayoutDesc& desc) override;
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RHIFence* CreateFence(const FenceDesc& desc) override;
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@@ -27,6 +27,7 @@ public:
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RHITexture* GetCurrentBackBuffer() override;
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D3D12Texture& GetBackBuffer(uint32_t index);
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const D3D12Texture& GetBackBuffer(uint32_t index) const;
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ID3D12CommandQueue* GetNativeCommandQueue() const { return m_commandQueue.Get(); }
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void Present(uint32_t syncInterval = 1, uint32_t flags = 0) override;
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void Resize(uint32_t width, uint32_t height) override;
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void* GetNativeHandle() override;
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