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

@@ -11,9 +11,6 @@ D3D12Texture::~D3D12Texture() {
}
bool D3D12Texture::Initialize(ID3D12Device* device, const D3D12_RESOURCE_DESC& desc, D3D12_RESOURCE_STATES initialState) {
FILE* f = fopen("D:\\Xuanchi\\Main\\XCEngine\\debug_rhi.log", "a");
if (f) { fprintf(f, "[D3D12Texture::Initialize] Start, device=%p\n", device); fclose(f); }
D3D12_HEAP_PROPERTIES heapProperties = {};
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
@@ -33,8 +30,6 @@ bool D3D12Texture::Initialize(ID3D12Device* device, const D3D12_RESOURCE_DESC& d
);
if (FAILED(hResult)) {
FILE* f2 = fopen("D:\\Xuanchi\\Main\\XCEngine\\debug_rhi.log", "a");
if (f2) { fprintf(f2, "[D3D12Texture::Initialize] CreateCommittedResource failed: hr=0x%08X\n", hResult); fclose(f2); }
return false;
}