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

@@ -6,6 +6,9 @@
#include "Composition/EditorShellRuntime.h"
#include <Rendering/D3D12/D3D12UiRenderer.h>
#include <Rendering/D3D12/D3D12UiTextSystem.h>
#include <Rendering/D3D12/D3D12UiTextureHost.h>
#include <Rendering/D3D12/D3D12WindowRenderLoop.h>
#include <Rendering/D3D12/D3D12WindowRenderer.h>
#include <Rendering/Native/AutoScreenshot.h>
@@ -63,8 +66,8 @@ public:
void ClearExternalDockHostDropPreview();
void SetDpiScale(float dpiScale);
Host::NativeRenderer& GetRenderer();
const Host::NativeRenderer& GetRenderer() const;
::XCEngine::UI::Editor::UIEditorTextMeasurer& GetTextMeasurer();
const ::XCEngine::UI::Editor::UIEditorTextMeasurer& GetTextMeasurer() const;
const ::XCEngine::UI::UITextureHandle& GetTitleBarLogoIcon() const;
bool Initialize(
@@ -93,9 +96,13 @@ public:
private:
void ResetFrameTiming();
void UpdateFrameTiming();
void RefreshDisplayedFrameStats();
Host::NativeRenderer m_renderer = {};
Host::D3D12WindowRenderer m_windowRenderer = {};
Host::D3D12UiTextureHost m_textureHost = {};
Host::D3D12UiTextSystem m_textSystem = {};
Host::D3D12UiRenderer m_uiRenderer = {};
Host::D3D12WindowRenderLoop m_windowRenderLoop = {};
Host::AutoScreenshotController m_autoScreenshot = {};
::XCEngine::UI::UITextureHandle m_titleBarLogoIcon = {};
@@ -104,8 +111,10 @@ private:
std::chrono::steady_clock::time_point m_lastFrameTime = {};
bool m_hasLastFrameTime = false;
float m_smoothedDeltaTimeSeconds = 0.0f;
float m_frameStatsDisplayAccumulatorSeconds = 0.0f;
float m_displayFps = 0.0f;
float m_displayFrameTimeMs = 0.0f;
std::string m_frameRateText = {};
bool m_ready = false;
};