be72e2f4a7
Enhance OpenGL RTV and DSV with comprehensive framebuffer support
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OpenGLRenderTargetView:
- Add RenderTargetType enum for different texture types
- Add RenderTargetViewDesc struct with mip level, array slice, layer info
- Add Initialize() with desc parameter for 2D/2DArray/3D/Cube
- Add InitializeCubemap() for cubemap faces
- Add Bind(count) overload for multiple framebuffers
- Add Clear() methods for color and depth-stencil
- Add static BindFramebuffer/UnbindFramebuffer methods
OpenGLDepthStencilView:
- Add DepthStencilType enum for different texture types
- Add DepthStencilViewDesc struct with mip level, array slice, layer info
- Add Initialize() with desc parameter for 2D/2DArray/Cube
- Add InitializeCubemap() for cubemap faces
- Add ClearDepth, ClearStencil, ClearDepthStencil methods
- Add static BindFramebuffer/UnbindFramebuffer methods
2026-03-17 02:20:56 +08:00
6126404e3f
Enhance OpenGLFence with proper synchronization
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- Add FenceStatus enum for status query
- Add m_sync (GLsync) for OpenGL fence synchronization
- Add Signal(value) overload with fence value
- Add Wait(timeoutNs) with timeout support
- Add GetStatus() for async status check
- Add GetCompletedValue() and GetCurrentValue()
- Implement using glSync for proper GPU synchronization
- Replace glFinish blocking with glClientWaitSync
2026-03-17 02:17:41 +08:00
1de66b835d
Enhance OpenGLPipelineState with comprehensive state management
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- Add BlendOp enum for blend operations
- Add PolygonMode enum for polygon rendering mode
- Add StencilOp enum for stencil operations
- Add ScissorState and LogicalOperation structs
- Add DepthStencilState: stencil enable, read/write mask, stencil ref, stencil func, stencil ops
- Add BlendState: blend equation, color write mask, blend factor
- Add RasterizerState: polygon mode, polygon offset, depth clip, scissor test, multisample
- Add ViewportState: float coordinates with min/max depth
- Add Apply methods for individual state groups
- Add AttachShader/DetachShader for program management
- Add getter methods for state structs
2026-03-17 02:15:48 +08:00
413f4c178f
Enhance OpenGLCommandList with comprehensive rendering API
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- Add ClearFlags, ClearColor, ClearDepth, ClearStencil, ClearDepthStencil
- Add SetVertexBuffers (multiple buffers)
- Add SetIndexBuffer with offset
- Add BindVertexArray with index buffer
- Add SetViewport with depth range, SetViewports
- Add SetScissor, SetScissorRects, EnableScissorTest
- Add depth test/write/func methods
- Add stencil test methods
- Add blending methods (enable, blend func, equation, color)
- Add culling methods (enable, cull face, front face, polygon mode)
- Add instanced drawing (DrawInstanced, DrawIndexedInstanced)
- Add indirect drawing (DrawIndirect, DrawIndexedIndirect)
- Add MultiDrawArrays, MultiDrawElements
- Add Dispatch and Compute Shader support
- Add MemoryBarrier and TextureBarrier
- Add texture/sampler binding methods
- Add buffer binding (BindBufferBase, BindBufferRange)
- Add Enable/Disable for OpenGL caps
- Add uniform setting methods
- Add query methods
- Add ReadPixels, BlitFramebuffer, CopyImageSubData
- Add framebuffer invalidation
- Add debug group push/pop
2026-03-17 02:13:02 +08:00
a54666df11
Enhance OpenGLTexture with more texture types
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- Add OpenGLTextureType enum (1D, 2D, 2DArray, 3D, Cube, CubeArray)
- Add OpenGLFormat enum for texture formats
- Add Initialize() method for generic texture creation
- Add InitializeCubeMap() for cubemap textures
- Add BindImage() for image load/store
- Add GenerateMipmap(), SetFiltering(), SetWrapping() methods
- Add GetType(), GetMipLevels(), GetDepth() getters
2026-03-17 02:10:53 +08:00
56c32bfbde
Enhance OpenGLBuffer with more buffer types and features
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- Add OpenGLBufferType enum (Vertex, Index, Uniform, CopyRead, CopyWrite, etc.)
- Add Initialize() method with buffer type parameter
- Add Map/Unmap for direct buffer access
- Add SetData for dynamic updates
- Add BindBase for buffer binding to indexed targets
- Add GetType and IsDynamic getters
2026-03-17 02:08:49 +08:00
4c9c03e1a7
Refactor: use engine enums for resource states and heap types
2026-03-17 01:38:57 +08:00
393a0c67f1
Add ResourceStates::GenericRead and HeapType enums
2026-03-17 01:37:38 +08:00
ac9a62082e
Refactor: use CreateDescriptorRange
2026-03-17 01:34:00 +08:00
312699e262
Add CreateDescriptorRange helper
2026-03-17 01:33:17 +08:00
271c05d8c7
Add CreateDesc for D3D12RenderTargetView
2026-03-17 01:32:22 +08:00
9fe79681fb
Refactor: use CreateDesc for SRV
2026-03-17 01:27:37 +08:00
f615a86aab
Add CreateDesc for D3D12ShaderResourceView
2026-03-17 01:26:40 +08:00
07450e76a4
Refactor: use CreateDesc for DSV
2026-03-17 01:23:50 +08:00
83e91b16c7
Add CreateDesc for D3D12DepthStencilView
2026-03-17 01:23:23 +08:00
97653041bd
Refactor: use CreateDesc for DescriptorHeap
2026-03-17 01:22:11 +08:00
9fda349fa1
Add CreateDesc helper for DescriptorHeap
2026-03-17 01:21:17 +08:00
f4db1eafea
Refactor: use CreateSamplerDesc for cleaner sampler creation
2026-03-17 01:20:00 +08:00
3d6787b6a4
Add CreateSamplerDesc helper method
2026-03-17 01:19:21 +08:00
64bd8c5074
Refactor: use engine helpers for RootSignature and PSO creation
2026-03-17 01:16:39 +08:00
73627f62f4
Fix CreateDescriptorTable: pass descriptor ranges array instead of using static
2026-03-17 01:03:13 +08:00
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/
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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