Commit Graph

747 Commits

Author SHA1 Message Date
1bbbc22bcb refactor(rendering): treat object id as top-level tooling pass 2026-04-21 23:34:03 +08:00
76452a9c73 refactor(srp): move standalone stage fallback ownership into backend 2026-04-21 23:22:29 +08:00
a2d21e69b6 refactor(srp): move native scene feature registration into backend setup 2026-04-21 23:06:17 +08:00
f1d7e879ac refactor(srp): replace native scene feature strings with ids 2026-04-21 22:52:08 +08:00
d75bd95e89 refactor(srp): move final color policy into request seam 2026-04-21 22:34:40 +08:00
808335126f refactor(srp): make URP scene setup policy explicit 2026-04-21 22:03:24 +08:00
ee1f817dc6 refactor(srp): tighten request and scene setup seams 2026-04-21 21:42:03 +08:00
75cf48f4fe refactor(rendering): remove unused pipeline factory registries 2026-04-21 20:57:29 +08:00
6e9265e92e 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.
2026-04-21 20:49:18 +08:00
97bd990b12 refactor(srp): model shared native backend substrate 2026-04-21 19:31:52 +08:00
f2806b0136 refactor(srp): rename native pipeline backend terminology 2026-04-21 19:19:27 +08:00
8a8b72e273 refactor(srp): rename native scene draw substrate contract 2026-04-21 19:06:38 +08:00
01b5e0abcd refactor(srp): remove managed backend key binding detour 2026-04-21 18:46:43 +08:00
ed738475fe refactor(srp): remove managed standalone pass key seam 2026-04-21 18:36:11 +08:00
0a4c782122 refactor(srp): remove native directional shadow planning policy seam 2026-04-21 18:19:27 +08:00
f75164a4fa refactor(srp): move scene setup ownership into managed renderer 2026-04-21 18:05:33 +08:00
1e16995757 refactor(srp): move urp shadow execution bridge into managed 2026-04-21 17:41:44 +08:00
4300e45168 refactor(srp): add camera depth prepass planning bridge 2026-04-21 16:56:20 +08:00
1cb23cd178 refactor(srp): move urp shadow and prepass core blocks into renderer 2026-04-21 16:43:56 +08:00
1a6aacb636 refactor(srp): enable managed standalone shadow and depth stages 2026-04-21 16:22:26 +08:00
f2be5627be refactor(srp): move core stage defaults into universal renderer 2026-04-21 15:44:19 +08:00
7775b42d31 refactor(srp): remove managed camera-frame policy key bridge 2026-04-21 13:56:52 +08:00
2426777cf7 refactor(srp): signal managed camera frame baseline directly 2026-04-21 13:36:09 +08:00
d388c3994b refactor(srp): split managed camera frame plan baseline policy 2026-04-21 13:23:00 +08:00
5bec70dcc5 refactor(srp): move urp final color execution into managed feature 2026-04-21 12:59:52 +08:00
d3db6b21ea refactor(srp): remove fullscreen stage support heuristic 2026-04-21 12:37:18 +08:00
abc300fe03 refactor(srp): move camera frame plan policy into managed urp 2026-04-21 12:22:37 +08:00
793027df23 Refactor RHI swapchain present policy 2026-04-21 12:19:15 +08:00
8e4576de95 refactor(srp): move render scene setup into managed urp 2026-04-21 03:09:08 +08:00
db08861183 refactor(srp): move directional shadow planning policy into managed urp 2026-04-21 03:01:56 +08:00
1f01f45bee fix(rhi): align swap chain overrides with present policy interface 2026-04-21 03:01:36 +08:00
0e1b96d641 refactor(srp): move directional shadow execution policy into managed urp 2026-04-21 02:49:15 +08:00
e2b2df4c8f refactor(srp): move shadow caster stage selection into managed urp
- add standalone pass asset factories for camera frame stages\n- let managed pipeline assets declare stage pass asset keys\n- make universal renderer data explicitly own the builtin shadow caster stage
2026-04-21 02:38:56 +08:00
bfc4b90ce6 refactor(srp): bridge universal shadow planning settings into managed asset
- expose directional shadow planning settings on camera request context\n- let the managed universal asset override planner defaults\n- recompute native directional shadow requests only when settings change
2026-04-21 02:19:30 +08:00
5747968fc4 refactor(srp): move universal shadow ownership into asset layer
- track missing render graph scriptcore sources and rendering utility headers

- expose camera request directional shadow control to managed universal asset configuration
2026-04-21 02:03:27 +08:00
4d587c5d0b refactor(srp): move builtin scene feature ownership into renderer features 2026-04-21 01:54:02 +08:00
383d1e9c73 refactor(srp): bind managed native scene renderers per renderer selection 2026-04-21 01:34:13 +08:00
c60f3db80d refactor(srp): make stage capability follow selected renderer 2026-04-21 01:11:03 +08:00
e123e584c8 feat(srp): add camera-driven universal renderer selection 2026-04-21 00:53:35 +08:00
7fe922d1c9 feat(srp): add render state block scene draw overrides
- add managed RenderStateBlock authoring types and wire them through DrawingSettings
- let RenderObjectsRendererFeature author depth and stencil overrides for scene draws
- apply scene draw render state overrides inside builtin forward pipeline and document the stage plan
2026-04-20 23:21:04 +08:00
cd6f9aa4cf feat(srp): add shader pass selection for scene draws
- let DrawingSettings carry an optional shaderPassName across managed and native scene draw APIs
- allow RenderObjectsRendererFeature to author explicit ForwardLit or Unlit scene draws
- exercise the new scene draw pass selection seam in the project render pipeline probe
2026-04-20 22:58:08 +08:00
0319680954 feat(srp): add drawing settings override material seam
- add a managed DrawingSettings seam for scene draw authoring
- let builtin forward scene draws use an override material when provided
- wire DrawObjectsPass and RenderObjectsRendererFeature through the new settings
2026-04-20 22:46:19 +08:00
fece3a84ad feat(srp): add render layer filtering to scene draw
- carry MeshRenderer renderLayer through scene extraction into VisibleRenderItem
- extend native and managed FilteringSettings with renderLayerMask support
- let RenderObjectsRendererFeature author layer-filtered object draws
2026-04-20 22:21:29 +08:00
cee65fcf40 feat(srp): add descriptor-driven object draw authoring
- bridge renderer list descriptors into ScriptableRenderContext scene draw calls
- reuse DrawObjectsPass across Universal and project custom renderers
- add RenderObjectsRendererFeature for package-level object draw extension
2026-04-20 22:05:38 +08:00
3df87e941c feat(srp): formalize scene recording and draw entrypoints 2026-04-20 18:54:04 +08:00
b521616e27 refactor(rendering/srp): unify managed fullscreen raster recording 2026-04-20 18:26:47 +08:00
10b092d467 refactor(srp): add renderer backend registry seam 2026-04-20 12:47:25 +08:00
59f2249e07 refactor(srp): add asset runtime invalidation seam 2026-04-20 03:06:04 +08:00
9e6c473186 feat(srp): add managed camera frame planning seam
Expose native camera frame planning controls to managed pipeline assets and renderer features.

Allow managed planning to override fullscreen stage heuristics while keeping CameraFramePlan as the native execution contract.

Add scripting coverage, probe assets, and archive the phase plan after build, test, and editor smoke validation.
2026-04-20 01:48:16 +08:00
58dde75d3d refactor(srp): add managed lifecycle cleanup seams
Invoke managed pipeline disposal and asset runtime cleanup from the native bridge lifecycle. Add Universal renderer and feature cleanup hooks plus regression probes to verify runtime cache teardown semantics.
2026-04-20 01:14:37 +08:00