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
52 lines
1.2 KiB
C++
52 lines
1.2 KiB
C++
#include "Renderer.h"
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#include "GraphicsPlatformInterface.h"
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#include "Direct3D12/D3D12Interface.h"
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namespace XEngine::graphics {
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namespace {
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platform_interface gfx{};
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/**
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* @brief 设置图形渲染平台的接口
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* @details 根据指定的平台类型,调用对应的初始化与关闭函数指针
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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
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set_platform_interface(graphics_platform platform)
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{
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switch (platform)
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{
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case graphics_platform::direct3d12:
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d3d12::get_platform_interface(gfx);
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break;
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case graphics_platform::vulkan:
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//vulkan::get_platform_interface(gfx);
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break;
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case graphics_platform::opengl:
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//opengl::get_platform_interface(gfx);
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break;
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default:
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return false;
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}
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return true;
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}
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}// anonymous namespace
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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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return set_platform_interface(platform) && gfx.initialize();
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}
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void shutdown()
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{
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gfx.shutdown();
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}
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}// namespace XEngine::graphics
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