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