checkpoint(new_editor): native d3d12 ui path

Key node 1: move main-window UI presentation onto the D3D12 render loop with native UI renderer, text system, and texture host.

Key node 2: wire frame timing/FPS display, window runtime, swapchain presentation, and native screenshot capture around the new path.

Key node 3: carry editor shell/workspace/viewport/panel interaction updates needed by the new renderer and detached window flow.

Key node 4: pump async resource loads and scene bridge follow-up needed for scene content visibility in new_editor.
This commit is contained in:
2026-04-21 20:49:18 +08:00
parent a779b04dba
commit 6e9265e92e
53 changed files with 5330 additions and 858 deletions

View File

@@ -818,7 +818,7 @@ void EditorWindowChromeController::AppendChrome(
kBorderlessTitleBarFontSize);
if (!frameRateText.empty()) {
const float frameRateTextWidth =
window.m_runtime->GetRenderer().MeasureTextWidth(
window.m_runtime->GetTextMeasurer().MeasureTextWidth(
UIEditorTextMeasureRequest{
frameRateText,
kBorderlessTitleBarFontSize });