- Created EditorConsoleSink (implements ILogSink interface)
- EditorConsoleSink stores logs in memory buffer (max 1000 entries)
- Added to Debug::Logger in Application::Initialize()
- ConsolePanel now reads from EditorConsoleSink via static GetInstance()
- Removed separate LogSystem singleton
- Removed editor/src/Core/LogEntry.h (no longer needed)
Now Editor and Engine share the same Debug::Logger, with ConsolePanel
displaying logs via EditorConsoleSink.
- Replace SelectionManager::Get() singleton with m_context->GetSelectionManager()
- Use EventBus for selection change events instead of direct subscription
- Store entity ID (uint64_t) instead of GameObject* pointer
- Resolve entity ID to GameObject* via SceneManager::GetEntity()
- Remove direct includes of SelectionManager.h
Unified PSO validation semantics across D3D12 and OpenGL backends:
- IsValid() returns whether PSO is ready to use
- EnsureValid() ensures PSO is valid (compiles if needed)
Behavior by backend:
- D3D12: IsValid=false after creation, true after EnsureValid() with shaders
- OpenGL: IsValid always=true (immediate model)
Also added test_pipeline_state.cpp with 10 tests for RHIPipelineState.
- Add ShaderLanguage enum (HLSL, GLSL, SPIRV)
- Extend ShaderCompileDesc with source/sourceLanguage fields
- D3D12Device::CompileShader supports both file and embedded source
- OpenGLDevice::CompileShader supports embedded GLSL source
- Refactor test_shader.cpp to use embedded source for both backends
This enables consistent shader compilation across D3D12 and OpenGL
backends while maintaining backend-specific shader language support.
- Remove GetTextureUnitAllocator/GetUniformBufferManager from public interface
- Remove SwapBuffers from public interface (friend OpenGLSwapChain can still access)
- Add MakeContextCurrent() and GetNativeContext() public methods
- Update integration tests to use MakeContextCurrent() instead of wglMakeCurrent
- Update RenderDoc calls to use GetNativeContext() instead of GetGLContext()
- Remove Device_SwapBuffers_NoErrors test (SwapBuffers no longer public)
- Mark Priority 7 as completed in RHI_Design_Issues.md
- Add RHIDescriptorSet base class with Update/UpdateSampler/GetNativeHandle
- Add RHIDescriptorPool with AllocateSet/FreeSet methods
- Add SetGraphicsDescriptorSets/SetComputeDescriptorSets to RHICommandList
- Implement D3D12DescriptorSet using descriptor heap allocation
- Implement OpenGLDescriptorSet using TextureUnitAllocator
- Add CreateDescriptorPool/CreateDescriptorSet factory methods to RHIDevice
- Fix unit test SetVertexBuffer -> SetVertexBuffers API
- Add SetVertexBuffer convenience method for D3D12 backward compatibility
- Update CMakeLists.txt with new source files
- Unified RHICommandList interface to use RHIResourceView* for all view types
- Fixed OpenGLCommandList override signatures (SetVertexBuffers, SetIndexBuffer, etc.)
- Fixed D3D12CommandList by removing duplicate SetVertexBuffer methods
- Updated OpenGLCommandList.cpp to match new signatures
- Build and all 845 tests pass
- Fix Chinese character encoding issues causing MSVC C4819 warnings
- Add m_rootSignature member to D3D12PipelineState for PSO creation
- All integration tests pass: OpenGL 4/4, D3D12 4/4
- All RHI unit tests pass: 158/158
- Remove void* parameters from RHICommandList abstract interface
- TransitionBarrier, SetVertexBuffer, SetIndexBuffer, SetRenderTargets,
ClearRenderTarget, ClearDepthStencil, CopyResource now use RHIResourceView*
- SetPipelineState now uses RHIPipelineState* instead of void*
- Simplified SetVertexBuffer to 3 params, SetIndexBuffer to 2 params
- Add internal D3D12 APIs for native type support (low-level escape hatch)
- Fix OpenGL SetRenderTargets to call glDrawBuffers for MRT support
- Update tests to match new interface signatures
All 289 RHI tests pass (158 unit + 64 OpenGL backend + 58 D3D12 backend + 8 integration + 1 disabled)
- TEST_SPEC.md: Updated test directory structure to reflect Core/Asset,
Core/IO, and Resources/<Type> subdirectories
- TEST_SPEC.md: Updated module names and test counts (852 total)
- TEST_SPEC.md: Updated build commands for new Resources subdirectories
- README.md: Updated engine structure with Core/Asset/ and Core/IO/
- README.md: Updated Resources section with layered architecture
- README.md: Updated test coverage table with accurate counts
- Created tests/Core/Asset/ with tests for IResource, ResourceTypes, ResourceHandle, ResourceCache, ResourceDependencyGraph, ResourceGUID
- Created tests/Core/IO/ with tests for IResourceLoader, ResourcePath, ResourceFileSystem, FileArchive, ResourcePackage
- Reorganized tests/Resources/ into subdirectories: Texture/, Mesh/, Material/, Shader/, AudioClip/
- Added CMakeLists.txt for each new test subdirectory
- Fixed Material.h missing ResourceManager.h include (lost during engine refactor)
- tests/Core/CMakeLists.txt updated to include Asset/ and IO/ subdirectories
- Split core resource architecture into Core/Asset/ (IResource, ResourceManager, ResourceCache, etc.)
- Moved IO layer into Core/IO/ (IResourceLoader, ResourceFileSystem, etc.)
- Reorganized concrete resource types into Resources/{Texture,Mesh,Material,Shader,AudioClip}/
- Updated all include paths from relative to <XCEngine/...> format
- Fixed circular dependency in Material.h (removed unnecessary ResourceManager.h include)
- Fixed malformed include syntax in ResourceManager.h and AsyncLoader.h
- Fixed glad.h path issues in CMakeLists.txt