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
This commit is contained in:
SpecialX
2026-03-26 19:01:08 +08:00
parent b7eebc11b2
commit 3fdc774f3f
11 changed files with 425 additions and 15 deletions

View File

@@ -5,16 +5,28 @@
namespace XEngine::graphics {
/**
* @brief 表面类
* @details 定义了渲染表面的属性与操作
*/
class surface
{
};
/**
* @brief 渲染表面结构体
* @details 定义了渲染表面的窗口与表面对象
*/
struct render_surface
{
platform::window window{};
surface surface{};
};
/**
* @brief 图形渲染平台枚举
* @details 定义了支持的图形渲染平台类型
*/
enum class graphics_platform : u32
{
direct3d12 = 0,
@@ -22,7 +34,17 @@ enum class graphics_platform : u32
opengl = 2,
};
/**
* @brief 初始化图形渲染平台
* @details 调用设置平台接口函数,初始化指定的图形渲染平台
* @param platform 图形渲染平台类型
* @return true 如果初始化成功,否则返回 false
*/
bool initialize(graphics_platform platform);
/**
* @brief 关闭图形渲染平台
* @details 调用关闭函数指针,关闭指定的图形渲染平台
*/
void shutdown();
}