197 lines
6.1 KiB
Markdown
197 lines
6.1 KiB
Markdown
# NewEditor Architecture Closure Plan
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Date: 2026-04-22
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## 1. Objective
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彻底收口 `new_editor` 当前仍然残留的旧语义、冗余结构和重复控制面。
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这次不是补丁式修正,而是把当前主架构重新收成单一路径:
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1. 主窗口 UI 渲染只保留一条 `D3D12` 实例化 primitive pass。
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2. 启动截图策略只保留一个控制源。
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3. `Rendering/Native` 这层已经失效的旧模块边界被移除。
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4. 已确认无用的死代码和错误语义命名被清理。
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## 2. Confirmed Root Issues
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### 2.1 D3D12 UI renderer still contains a legacy geometry sub-pipeline
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当前 `D3D12UiRenderer` 虽然已经是 `D3D12` 主路径,但内部仍然并存两套 UI 几何编译/提交策略:
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1. `QuadInstanced`
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2. `LegacyIndexed`
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其中绝大多数 UI 命令已经走实例化 primitive 路径,只有少量三角形命令仍然维持整套:
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- legacy vertex buffer
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- legacy index buffer
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- legacy pipeline state
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- legacy batch kind
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这会导致:
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- UI renderer 不是单一路径
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- 缓冲管理、缓存结构、绘制分发继续为旧几何方案付复杂度成本
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- “legacy” 语义真正活着,而不是只有名字没改
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### 2.2 Startup auto-capture ownership is split across two layers
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当前 startup capture 既在 `EditorWindowScreenshotController::Initialize(...)` 内通过环境变量触发,
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又在 `EditorWindowRuntimeController::Initialize(...)` 内通过
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`autoCaptureOnStartup + env` 触发。
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这导致:
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- 策略决定权不是单点
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- `autoCaptureOnStartup` 形参不是唯一真实来源
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- 非主窗口也可能被环境变量隐式触发 startup request
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### 2.3 Rendering/Native module boundary is obsolete
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`app/Rendering/Native/` 目录现在只剩 `AutoScreenshot.*`。
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它已经不再承担旧的 native renderer backend 职责,但目录和 include 关系仍然保留旧时代边界。
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### 2.4 Confirmed dead code remains in the hot renderer unit
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`D3D12UiRenderer.cpp` 里存在已无调用方的辅助函数,说明之前的旧几何阶段没有清理彻底。
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## 3. Target End State
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完成后应满足:
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1. `D3D12UiRenderer` 不再存在 `LegacyIndexed` / `legacy*` 动态几何资源。
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2. 所有 UI draw command 都编译为同一类实例化 primitive 数据。
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3. 渲染时只绑定一套 UI primitive pipeline。
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4. `EditorWindowScreenshotController` 不再自行读取 startup env,也不再拥有策略判断权。
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5. startup capture 是否发生,只由窗口创建策略单点决定。
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6. `Rendering/Native` 目录被清空或完全移除。
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7. 已确认无调用的渲染死代码删除。
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## 4. Refactor Strategy
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### Phase A. Collapse UI geometry into one primitive pipeline
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把当前 UI pass 改成单一实例化 primitive 方案:
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- 保留单位 quad carrier vertex/index buffer
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- 删除动态 legacy vertex/index buffer
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- 删除 legacy pipeline state
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- 删除 legacy batch kind
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- 统一 batch 为 instance range + texture + scissor
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需要新增的 primitive 能力:
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- 现有 rect / outline / circle / text / image / gradient
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- 新增 triangle primitive,让 `FilledTriangle` 也走实例化路径
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triangle 的正确实现目标:
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- 不是回退到 indexed geometry
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- 不是临时特判 draw call
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- 而是作为实例化 primitive 的一种 kind,被统一编译、缓存、上传和绘制
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### Phase B. Rebuild renderer data model around the unified path
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同步调整:
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- `UiBatchKind` 去除或退化
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- `UiQuadInstance` 升级为更通用的 `UiPrimitiveInstance`
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- `CompiledDrawList` 不再缓存 legacy vertices / indices
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- `EnsureFrameBufferCapacity(...)` 只维护 primitive instance buffer
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- render dispatch 只保留单一 pipeline bind 分支
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### Phase C. Collapse startup capture ownership to one source of truth
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把 startup capture 的策略权上移并单点化:
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- `Application` 或窗口创建层读取 env / policy
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- `CreateParams.autoCaptureOnStartup` 成为唯一窗口级输入
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- `EditorWindowRuntimeController` 只消费该参数
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- `EditorWindowScreenshotController` 只做请求/路径/结果管理,不做策略判断
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### Phase D. Remove obsolete Native module shell
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将截图控制器从 `app/Rendering/Native/` 迁移到更合理的位置,
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预计是窗口运行时或通用 support/capture 模块。
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要求:
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- 迁移后 active include 不再引用 `Rendering/Native`
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- `new_editor/CMakeLists.txt` 同步更新
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### Phase E. Delete dead helpers and normalize semantics
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删除已经确认无调用的旧辅助函数,并统一命名:
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- `legacy*` -> 按真实职责改名,或随着删除一起消失
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- 清理无用 helper
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- 保证 renderer 术语与当前架构一致
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## 5. File-Level Work
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### 5.1 UI renderer core
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Primary:
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- `new_editor/app/Rendering/D3D12/D3D12UiRenderer.h`
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- `new_editor/app/Rendering/D3D12/D3D12UiRenderer.cpp`
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### 5.2 Startup capture boundary
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Primary:
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- `new_editor/app/Bootstrap/Application.cpp`
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- `new_editor/app/Platform/Win32/EditorWindow.cpp`
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- `new_editor/app/Platform/Win32/EditorWindowRuntimeController.h`
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- `new_editor/app/Platform/Win32/EditorWindowRuntimeController.cpp`
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- `new_editor/app/Platform/Win32/EditorWindowManager.h`
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### 5.3 Screenshot controller relocation
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Current source:
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- `new_editor/app/Platform/Win32/EditorWindowScreenshotController.h`
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- `new_editor/app/Platform/Win32/EditorWindowScreenshotController.cpp`
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Target:
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- move into non-legacy module location
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### 5.4 Build graph cleanup
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- `new_editor/CMakeLists.txt`
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## 6. Validation
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### 6.1 Structural validation
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完成后搜索应满足:
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- no `LegacyIndexed` in active UI renderer
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- no `m_legacyPipelineState`
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- no `legacyVertexBuffer`
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- no `legacyIndexBuffer`
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- no `app/Rendering/Native/AutoScreenshot.*` active include path
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### 6.2 Runtime validation
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必须验证:
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1. `XCUIEditorApp` Debug 构建通过
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2. editor 正常启动
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3. 主窗口 UI 正常显示与交互
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4. startup auto-capture 正常生成
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5. detached window 不会错误触发 startup capture
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## 7. Completion Criteria
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只有满足以下条件,这个 plan 才算真正收口:
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1. UI 渲染路径内部不再存在旧几何子管线
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2. startup capture 策略控制权单点化
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3. 旧 `Native` 模块边界消失
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4. 死代码删除
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5. 构建、启动、截图验证全部通过
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