feat: implement D3D12 device initialization with debug layer
D3D12 Core: - Implement complete device initialization flow - Add debug layer enablement in DEBUG mode - Add GPU adapter enumeration and selection - Add feature level checking (min 11.0) - Add DXCall and NAME_D3D12_OBJECT macros - Add release template function - Configure info queue for error/warning breakpoints Documentation: - Add changelog for D3D12 device initialization - Update D3D12 Wiki with current implementation status - Add Doxygen comments to Renderer and platform interface
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@@ -5,16 +5,28 @@
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namespace XEngine::graphics {
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/**
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* @brief 表面类
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* @details 定义了渲染表面的属性与操作
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*/
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class surface
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{
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};
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/**
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* @brief 渲染表面结构体
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* @details 定义了渲染表面的窗口与表面对象
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*/
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struct render_surface
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{
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platform::window window{};
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surface surface{};
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};
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/**
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* @brief 图形渲染平台枚举
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* @details 定义了支持的图形渲染平台类型
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*/
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enum class graphics_platform : u32
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{
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direct3d12 = 0,
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@@ -22,7 +34,17 @@ enum class graphics_platform : u32
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opengl = 2,
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};
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/**
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* @brief 初始化图形渲染平台
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* @details 调用设置平台接口函数,初始化指定的图形渲染平台
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* @param platform 图形渲染平台类型
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* @return true 如果初始化成功,否则返回 false
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*/
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bool initialize(graphics_platform platform);
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/**
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* @brief 关闭图形渲染平台
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* @details 调用关闭函数指针,关闭指定的图形渲染平台
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*/
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void shutdown();
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}
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