b06932724c
feat(scripting): add mono csharp runtime foundation
2026-03-27 13:07:39 +08:00
134a80b334
Fix D3D12 pipeline format mapping and add transparent material scene test
2026-03-27 13:01:17 +08:00
79e7452245
Add Vulkan triangle integration path
2026-03-27 12:40:17 +08:00
9a5c187abc
Add material render state and pipeline caching
2026-03-27 12:18:04 +08:00
c33404767e
Add Vulkan RHI minimal backend path
2026-03-27 12:05:12 +08:00
90961f01aa
Refactor renderer draw extraction to section-level items
2026-03-27 11:56:23 +08:00
f68da2e3f9
Add material render metadata and loader parsing
2026-03-27 00:30:49 +08:00
8bdb1f34c7
Add renderer backpack scene integration test
2026-03-26 22:28:11 +08:00
9a2d77b81d
Add script runtime lifecycle skeleton
2026-03-26 20:45:41 +08:00
a78593e7e1
Add renderer phase A textured scene path
2026-03-26 20:43:17 +08:00
0921f2a459
Prepare script lifecycle and data layer
2026-03-26 20:14:58 +08:00
122495e581
Add backpack RHI integration test
2026-03-26 16:57:54 +08:00
e174862b8a
Import material textures with mesh assets
2026-03-26 16:22:24 +08:00
18fa150843
fix(rhi): validate opengl compute uav set bindings
2026-03-26 15:42:44 +08:00
733b573963
fix(rhi): make opengl descriptor binding set-aware
2026-03-26 15:10:03 +08:00
9218ea20b5
fix(rhi): honor firstSet in set-aware d3d12 bindings
2026-03-26 14:43:51 +08:00
476a56724f
refactor(rhi): let pipeline layouts own set metadata
2026-03-26 12:40:49 +08:00
36d2f479cd
refactor(rhi): untangle d3d12 descriptor bindings
2026-03-26 12:21:49 +08:00
d8e14df78a
fix(rhi): align empty pipeline layout contract
2026-03-26 11:44:33 +08:00
6f1cbbf305
Add mesh bounds metadata
2026-03-26 03:26:44 +08:00
cb05472205
Add assimp-based mesh import
2026-03-26 02:53:34 +08:00
d018a4c82c
feat(editor): unify component registration pipeline
2026-03-26 02:24:11 +08:00
1ef3048da1
Fix OpenGL sampler and copy semantics
2026-03-26 02:14:21 +08:00
c47e871c5a
Fix OpenGL device initialization and file shaders
2026-03-26 02:07:21 +08:00
5c3566774b
docs: 更新 containers 和 threading 模块文档
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- containers: 更新 string 类的多个方法文档
- threading: 更新 mutex 和 task-group 方法文档
2026-03-26 01:59:14 +08:00
2e17c0019c
Fix OpenGL render target binding composition
2026-03-26 01:56:10 +08:00
0651666d8c
Fix editor scene persistence and XC scene workflow
2026-03-26 01:26:26 +08:00
39edb0b497
Fix RHI constant binding and add sphere test
2026-03-26 01:23:29 +08:00
c5605c2a32
Align OpenGL textured integration baselines
2026-03-26 01:07:36 +08:00
9adac63b4c
Fix RHI texture binding and add pure quad test
2026-03-26 00:47:12 +08:00
76c4c2ace2
Add RHI texture upload and descriptor set fixes
2026-03-26 00:04:51 +08:00
605ef56e16
Add pipeline layout support for graphics PSOs
2026-03-25 23:49:48 +08:00
2470451d96
Honor input layouts in OpenGL vertex bindings
2026-03-25 23:24:06 +08:00
1597181458
Add graphics shader support to RHI pipeline states
2026-03-25 23:19:18 +08:00
aaf9cce418
Add RHI vertex and index buffer views
2026-03-25 23:07:22 +08:00
30b5f93157
Fix RHI swap chain queue binding and restore minimal GT checks
2026-03-25 21:50:57 +08:00
04a80d10e7
refactor: Clean up RHI interface and implement descriptor set pooling
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- Remove unnecessary inline keywords from RHICommandList
- Add TextureType enum for proper texture type classification
- Update DescriptorSet API to support binding with pipeline layout
- Simplify D3D12CommandList implementation
- Implement descriptor set binding with pipeline layout for both D3D12 and OpenGL
2026-03-25 20:50:40 +08:00
81532983f0
refactor: Rename CompileShader to CreateShader in RHIDevice interface
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- Update RHIDevice::CompileShader to CreateShader in base interface
- Add RHIScreenshot.h/cpp to CMakeLists.txt
2026-03-25 19:01:55 +08:00
5ade399df2
refactor: Clean up D3D12 debug logging and rename CompileShader
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- Remove debug OutputDebugStringA and file logging from D3D12Device
- Rename CompileShader to CreateShader for API consistency
2026-03-25 19:01:47 +08:00
712e975610
refactor: Refactor OpenGL backend to use OpenGLEnums
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Use centralized OpenGLEnums.h for enum conversion:
- Remove local ToGL* functions from OpenGLCommandList
- Replace with ToOpenGL() and ToOpenGLClearBuffer() from OpenGLEnums
- Simplify OpenGLTexture, OpenGLBuffer, OpenGLSampler, etc.
2026-03-25 19:01:36 +08:00
e323b45595
feat: Add OpenGLEnums.h for unified enum conversion
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Add OpenGLEnums.h providing centralized OpenGL enum conversion functions:
- ToOpenGL() for primitive types
- ToOpenGLClearBuffer() for clear buffer flags
- Simplifies OpenGL backend code by removing local enum mapping functions
2026-03-25 19:01:16 +08:00
b11f59e144
Fix RHI D3D12 RTV creation and GetFormat bug
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1. Add ALLOW_RENDER_TARGET flag for color textures in CreateTexture
- This was the root cause of 5 failing RTV-related tests
- Without this flag, creating RTV caused device removal
2. Add FromD3D12() reverse conversion for Format enum
- GetFormat() was incorrectly casting DXGI_FORMAT to Format
- DXGI_FORMAT_R8G8B8A8_UNORM=28 but Format::R8G8B8A8_UNorm=3
- Added FromD3D12() to properly convert back
3. Update RHITestFixture to pre-create CommandQueue and Fence
- Prevents potential timing issues with GPU synchronization
4. Update RHITestFixture tests to pass correct format in ResourceViewDesc
- Previously passed empty desc.format=0 which caused issues
All 234 RHI unit tests now pass (117 D3D12 + 117 OpenGL)
2026-03-25 18:12:50 +08:00
b0d0576763
Fix editor selection system: SelectionManager ID types and Scene lookup
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- SelectionManager now implements ISelectionManager interface with uint64_t IDs
- Remove SelectionManager/SceneManager circular dependency via EventBus
- Add Scene::FindByID() for proper ID-based entity lookup
- SceneManager::GetEntity() now uses FindByID instead of name-based Find
- Fix editor CMakeLists.txt XCEngine.lib path
- EventBus now thread-safe with shared_mutex
2026-03-25 17:51:15 +08:00
6612330347
Fix RHI format conversion and test viewDesc initialization
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- Fix CreateTexture to use ToD3D12() for format conversion
- Fix CreateRenderTargetView to use ToD3D12() for format conversion
- Fix CreateDepthStencilView to use ToD3D12() for format conversion
- Fix CreateShaderResourceView to use ToD3D12() for format conversion
- Update test to pass correct format in ResourceViewDesc
These fixes resolve CommandList_ClearDepthStencil_WithRealView test.
Other RTV-related tests still fail with DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
from CreateCommandAllocator - further investigation needed.
2026-03-25 17:43:59 +08:00
295459067f
Fix RHI format conversion and add debug logging for D3D12 tests
2026-03-25 17:30:16 +08:00
d4c94907ba
Migrate ProjectManager to dependency injection
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- Created IProjectManager interface
- ProjectManager now implements IProjectManager
- Removed ProjectManager::Get() singleton
- Added IEditorContext::GetProjectManager()
- ProjectPanel now uses m_context->GetProjectManager() instead of singleton
- EditorContext owns ProjectManager instance
2026-03-25 16:25:55 +08:00
dc63808a65
Rename Impl classes to follow Unity naming convention
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- SelectionManagerImpl -> SelectionManager
- EditorContextImpl -> EditorContext
- Removed unused SceneManagerImpl and ISceneManager
The Impl suffix was inconsistent with Unity naming conventions.
2026-03-25 16:20:21 +08:00
16e2065c6c
Unified logging: Replace LogSystem with EditorConsoleSink
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- 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.
2026-03-25 16:13:02 +08:00
008fb98dee
refactor(editor): Complete architecture refactoring
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- SceneManager: remove singleton, use dependency injection via EditorContext
- SelectionManager: already interface-based via ISelectionManager
- Panel: now receives IEditorContext for accessing managers
- HierarchyPanel: migrated to use IEditorContext instead of singletons
- Add ISceneManager interface and SceneManagerImpl
- EditorContextImpl: holds all editor subsystems
Architecture now follows dependency injection pattern:
Application -> EditorContext -> SceneManager/SelectionManager
EditorLayer -> Panels (receive context via SetContext)
All Manager singletons removed: EditorSceneManager::Get(), SelectionManager::Get()
2026-03-25 15:51:27 +08:00
720dd422d5
RHI: Add Compute/Dispatch unit tests (P1-7) and fix shader type bugs
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Bug fixes:
- D3D12Shader::Compile: Set m_type based on target string (cs_/vs_/ps_/gs_)
- OpenGLShader::Compile: Parse target parameter to determine shader type
- OpenGLShader::CompileCompute: Set m_type = ShaderType::Compute
- D3D12CommandList::SetPipelineState: Use correct PSO handle for Compute
New tests (test_compute.cpp, 8 tests):
- ComputeShader_Compile_ValidShader
- ComputeShader_GetType_ReturnsCompute
- ComputeShader_Shutdown_Invalidates
- PipelineState_SetComputeShader
- PipelineState_HasComputeShader_ReturnsTrue
- PipelineState_GetType_Compute
- PipelineState_EnsureValid_Compute
- CommandList_Dispatch_Basic
Test results: 232/232 passed (D3D12: 116, OpenGL: 116)
2026-03-25 13:52:11 +08:00