- Created ISceneManager interface with Editor需要的 SceneManager 方法
- SceneManager now implements ISceneManager
- IEditorContext::GetSceneManager() now returns ISceneManager& instead of void*
- Removed SceneManager::GetSceneManagerConcrete() method
- Updated HierarchyPanel and InspectorPanel to use ISceneManager interface
- 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.
- 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)
- Remove IsSignaled() from RHIFence interface (semantic inconsistency)
- Remove Reset() from OpenGL implementation (no D3D12 counterpart)
- OpenGL Fence now uses single GLsync + CPU counters for timeline simulation
- OpenGL Fence Initialize() now accepts uint64_t initialValue (was bool)
- Add comprehensive timeline semantics tests for all backends:
- Signal increment/decrement scenarios
- Multiple signals
- Wait smaller than completed value
- GetCompletedValue stages verification
- Update documentation to reflect actual implementation
- Rename D3D12Enum.h to D3D12Enums.h for naming consistency
- Fix OpenGL unit test GLAD initialization by using gladLoadGL()
instead of gladLoadGLLoader(wglGetProcAddress) for fallback support
- Migrate remaining tests to use gtest_discover_tests for granular
test discovery (math, core, containers, memory, threading, debug,
components, scene, resources, input, opengl)
- Remove obsolete TEST_RESOURCES_DIR and copy_directory commands
from OpenGL unit test CMakeLists (minimal/Res doesn't exist)
- Update TEST_SPEC.md with performance metrics and per-module
build/test commands for faster development workflow
- Update CMake path references to use lowercase paths
- Add VertexAttributeType and VertexAttributeNormalized enums in OpenGLVertexArray.h
- Add ToGLAttributeType() converter in OpenGLVertexArray.cpp
- Remove glActiveTexture() call from quad test (already handled by texture.Bind())
- Remove #include <glad/glad.h> from triangle test
- Update unit tests to use encapsulated enums
All three OpenGL integration tests (minimal, triangle, quad) pass with 0% pixel difference.
The band index was incorrectly calculated using pointer arithmetic on a
local parameter address, which is meaningless. Now uses the band index
passed as a parameter instead.
- Add Component class documentation with lifecycle methods
- Add GameObject class documentation with component system
- Add TransformComponent documentation with transform methods
- Add Scene class documentation with GameObject management
- Add SceneManager singleton documentation with scene loading
- Update components.md overview with all component classes
- Update main.md navigation with Scene module
- Add assert() bounds check to GetBackBuffer() to catch invalid indices
- Include <cassert> in D3D12SwapChain.cpp
- Update test_swap_chain.cpp to use reference return type
- Mark InvalidIndex test as DISABLED (assert aborts on invalid index)
- Update get-back-buffer.md documentation
Fixed the following issues:
- command-list.md: Shutdown linked to threading/task-system instead of local shutdown.md
- fence.md: Wait linked to threading/task-group instead of local wait.md
- factory/create-rhi-device-string.md: Claimed Vulkan/Metal support but source doesn't support them
- opengl/buffer/buffer.md: GetType linked to command-queue/get-type (wrong type)
- d3d12/device/device.md: Initialize/Shutdown linked to threading/task-system
- d3d12/command-list/command-list.md: Initialize/Shutdown/Reset/Close/Clear linked to wrong docs
- d3d12/texture/texture.md: Initialize/Shutdown linked to threading/task-system
- opengl/command-list/command-list.md: Shutdown linked to threading/task-system
- opengl/device/device.md: GetNativeHandle incorrectly linked to get-window.md
All links validated with fix_links.py - no broken references remaining.
- Create overview page for FileLogSink (filelogsink/filelogsink.md)
- Create constructor page for FileLogSink (filelogsink/construct.md)
- Create overview page for ConsoleLogSink (consolelogsink/overview.md)
- Fix self-referencing links in FileLogSink and ConsoleLogSink constructor pages
The constructor pages were incorrectly linking to themselves as 'overview' pages.
Created proper overview pages that list all public methods and link to their
individual documentation pages.