988f94eb29
Add static helper methods to D3D12RootSignature and D3D12PipelineState
2026-03-17 00:57:35 +08:00
7874033379
Add RootSignatureBuilder and PipelineStateBuilder for cleaner RHI API
2026-03-17 00:52:24 +08:00
210bc450fa
Refactor: use engine封装 for Vertex/Index Buffer operations
2026-03-17 00:47:05 +08:00
4b41a4cca1
Fix D3D12 build: add missing headers and fix CMake paths
2026-03-17 00:40:29 +08:00
5bcf9d74a3
Remove legacy RHI header files
2026-03-16 22:25:37 +08:00
472f106a12
Refactor D3D12: remove ICommandQueue, IFence dependencies
2026-03-16 21:50:54 +08:00
4a0f6d65d1
Remove OpenGLMesh (not needed, D3D12 has no Mesh)
2026-03-16 19:15:18 +08:00
801c563eb5
Add OpenGLMesh class to engine (not yet integrated in main.cpp)
2026-03-16 19:12:27 +08:00
bf98fa0b89
Add OpenGLRenderTargetView and OpenGLDepthStencilView
2026-03-16 19:06:21 +08:00
3cd47ea4c8
Add OpenGLSampler
2026-03-16 18:52:00 +08:00
aee4ae88db
Add OpenGLFence
2026-03-16 18:48:12 +08:00
377f43260b
Add OpenGLSwapChain
2026-03-16 18:41:05 +08:00
fce3d2421c
Add OpenGLCommandList
2026-03-16 18:35:02 +08:00
0be91748c2
Add OpenGLPipelineState and integrate into main.cpp
2026-03-16 18:25:58 +08:00
430d23b719
Replace GLFW window management with OpenGLDevice from engine
2026-03-16 18:06:57 +08:00
220494c3c5
Replace local Shader class with OpenGLShader from engine
2026-03-16 17:29:20 +08:00
fee738b0b9
Move OpenGL backend classes from tests/OpenGL to engine/
...
- Relocated OpenGLDevice, OpenGLShader, OpenGLBuffer, OpenGLVertexArray, OpenGLTexture to engine/
- Updated engine/CMakeLists.txt to include OpenGL backend source files
- Updated tests/OpenGL/CMakeLists.txt to use engine backend
- Added OpenGLTexture class implementation
2026-03-16 17:22:45 +08:00
434ba0f336
Add OpenGL backend core classes: Buffer, VertexArray
...
- Added OpenGLBuffer class for VBO/IBO management
- Added OpenGLVertexArray class for VAO management
- Updated CMakeLists.txt to include new source files
2026-03-16 16:11:24 +08:00
170df5506b
Add OpenGLShader class
...
- Created OpenGLShader class for shader compilation
- Supports compiling from file or source code
- Provides uniform setting methods (SetInt, SetFloat, SetVec3, SetMat4)
- Integrated with GLAD for OpenGL function loading
2026-03-16 16:09:09 +08:00
6aaf89e603
Add OpenGL backend: OpenGLDevice class
...
- Created OpenGLDevice class for window and OpenGL context management
- Added CreateWindow() and InitializeWithExistingWindow() methods
- Integrated with GLFW and GLAD
- Added to tests/OpenGL as test target
This is the first step in building the OpenGL RHI backend parallel to D3D12.
2026-03-16 16:07:12 +08:00
9c29cfa0a6
Rename README.md to AGENT.md for both D3D12 and OpenGL tests
2026-03-16 15:57:32 +08:00
722b6b86ba
Add OpenGL test framework with logging and screenshot comparison
...
- Unified resolution to 1280x720 (same as D3D12)
- Added XCEngine Logger integration for debug output
- Added screenshot capture at frame 30 (glReadPixels -> PPM)
- Added run.bat test script
- Added compare_ppm.py for screenshot comparison
- Added GT.ppm reference image
- Added README.md documentation
- Updated CMakeLists.txt to link XCEngine library
Test: OpenGL rendering test passed (screenshot comparison 100% match)
2026-03-16 15:55:49 +08:00
0ce312e648
Remove RHI interface inheritance from all D3D12 backend classes
...
- D3D12Device, D3D12CommandQueue, D3D12CommandAllocator, D3D12Fence
- D3D12DescriptorHeap, D3D12QueryHeap, D3D12RootSignature
- D3D12PipelineState, D3D12Sampler, D3D12Shader
- D3D12Buffer, D3D12Texture, D3D12SwapChain
All D3D12 backend classes now directly use D3D12 APIs without
going through RHI interface abstraction. This decouples the
D3D12 backend from the RHI abstraction layer.
Test: D3D12 rendering test passed (screenshot comparison 100% match)
2026-03-16 15:48:14 +08:00
0014c32fa5
Remove IRHIDevice inheritance from D3D12Device
...
- D3D12Device no longer inherits from IRHIDevice interface
- Removed interface factory methods (CreateCommandQueue, CreateCommandList, etc.)
- Keep concrete D3D12-specific methods (Initialize, Shutdown, GetDevice, etc.)
- This is the first step to decouple RHI abstraction from D3D12 backend
2026-03-16 15:41:30 +08:00
11db594967
更新D3D12引擎日志和Unity RHI架构设计文档
2026-03-16 14:44:38 +08:00
77a121fc4f
精简 OpenGL 测试代码,移除冗余功能
2026-03-16 14:31:21 +08:00
d2d45bd973
Add OpenGL test project with backpack model and textures
2026-03-16 14:19:32 +08:00
3a78065574
移除D3D12测试中对RHIDevice抽象层的引用
2026-03-16 13:28:59 +08:00
9314aae32d
Remove unused IRHIDevice abstraction from D3D12 test
2026-03-16 13:27:48 +08:00
2b3ac27243
Add OpenGL backend project and third phase plan
2026-03-16 13:18:53 +08:00
554c48448b
Implement IShader and ISwapChain interfaces for D3D12 backend
...
- D3D12Shader now implements IShader interface with GetBytecode, GetBytecodeSize, GetType, GetInputLayout
- D3D12SwapChain now implements ISwapChain interface with GetBackBuffer returning IResource*
- Added D3D12Texture back buffer storage to SwapChain
- Fixed ISwapChain const correctness (GetCurrentBackBufferIndex, GetBackBuffer)
- main.cpp: use GetD3D12Bytecode() instead of GetBytecode() for PSO creation
2026-03-16 12:38:17 +08:00
f4d94bda3d
Make D3D12Sampler implement ISampler interface
2026-03-16 00:35:18 +08:00
1d99ef4d31
Make D3D12PipelineState implement IPipelineState interface
2026-03-16 00:28:26 +08:00
8c1d68da57
Make D3D12RootSignature implement IRootSignature interface
2026-03-16 00:09:42 +08:00
068fea77f4
Make D3D12QueryHeap implement IQueryHeap interface
2026-03-16 00:04:06 +08:00
37750fda7d
Make D3D12DescriptorHeap implement IDescriptorHeap interface
2026-03-16 00:00:46 +08:00
f231e3dc18
Make D3D12CommandAllocator implement ICommandAllocator interface
2026-03-15 23:50:45 +08:00
f063eb9329
Make D3D12Fence implement IFence interface
2026-03-15 23:44:39 +08:00
999c12a00e
Make D3D12Texture and D3D12Buffer implement ITexture and IBuffer interfaces
2026-03-15 23:31:59 +08:00
fb2b794156
Add IRHIDevice interface implementation to D3D12Device
...
- D3D12Device now inherits from IRHIDevice
- Implement factory methods: CreateCommandQueue, CreateCommandList, CreateFence, etc.
- Make D3D12CommandQueue implement ICommandQueue
- Add backward-compatible overloads for existing main.cpp code
- Remove duplicate Viewport/Rect definitions from D3D12CommandList.h
- Update main.cpp to use IRHIDevice* pointer
2026-03-15 23:03:06 +08:00
dfbd218435
Move D3D12 cpp files to src/RHI/D3D12/ subdirectory
2026-03-15 20:50:06 +08:00
4af4326767
Add abstract RHI interfaces for cross-platform support: RHISystem, RHIDevice, Resource, CommandQueue, CommandList, etc.
2026-03-15 20:47:17 +08:00
93bfba073c
Remove redundant InitResourceBarrier helper function from main.cpp
2026-03-15 20:41:11 +08:00
d52028e196
Update main.cpp to use D3D12CommandList wrapper methods, add SetRenderTargets and Clear overloads
2026-03-15 20:36:42 +08:00
2a5fc4f0d4
Add GetDescriptorHandleIncrementSize to D3D12Device and update main.cpp to use wrapper
2026-03-15 20:31:37 +08:00
3e6388c221
Add D3D12Types.h with Types to D3D12 native type mappings
2026-03-15 20:28:03 +08:00
eab95df004
Add D3D12Common.h with helper functions for D3D12 backend
2026-03-15 20:21:37 +08:00
041d9ea422
Add Types.h with generic cross-platform types for RHI abstraction layer
2026-03-15 20:20:32 +08:00
b9285f37b1
Remove helper functions: CreateConstantBufferObject, UpdateConstantBuffer
2026-03-15 20:05:25 +08:00
a557ed75bf
Simplify depth stencil resource usage
2026-03-15 20:02:45 +08:00