Commit Graph

470 Commits

Author SHA1 Message Date
e323b45595 feat: Add OpenGLEnums.h for unified enum conversion
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
238ebb50f4 test: Add RHI integration test framework
Add integration tests for RHI module:
- Add tests/RHI/integration/ directory with CMakeLists.txt
- Add RHIIntegrationFixture for shared test utilities
- Add minimal integration test (window creation, basic rendering)
- Add compare_ppm.py for image comparison
- Add run_integration_test.py test runner script

These integration tests verify the complete rendering pipeline
by comparing rendered output against ground truth PPM files.
2026-03-25 19:00:30 +08:00
d1b7fda816 docs: Update TEST_SPEC.md with RHI integration tests documentation
- Add integration test directory structure
- Expand test hierarchy from 3 to 4 layers (add integration tests)
- Update module naming table with integration test executables
- Add integration test execution commands
- Add integration test performance references
- Update appendix A with 4-layer architecture diagram
- Update total test count to 860
2026-03-25 18:59:40 +08:00
b11f59e144 Fix RHI D3D12 RTV creation and GetFormat bug
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
- 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
- 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
9c082c72fa Update refactoring plan: ISceneManager and EventBus integration 2026-03-25 16:42:18 +08:00
621a135ef7 Make HierarchyPanel use EventBus for selection changes
- Subscribe to SelectionChangedEvent via EventBus in OnAttach
- Unsubscribe in destructor
- Added m_selectionHandlerId and m_needsRefresh members
- HierarchyPanel now properly receives selection change notifications
2026-03-25 16:41:21 +08:00
605d086bcc Create ISceneManager interface and fix GetSceneManager return type
- 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
2026-03-25 16:39:15 +08:00
48d9e0a7d2 Update refactoring plan: ProjectManager DI 2026-03-25 16:26:18 +08:00
d4c94907ba Migrate ProjectManager to dependency injection
- 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
56116b62c3 Update refactoring plan: rename Impl classes 2026-03-25 16:21:01 +08:00
dc63808a65 Rename Impl classes to follow Unity naming convention
- 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
- 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
b08f682e5c Migrate InspectorPanel to use IEditorContext and EventBus
- 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
2026-03-25 15:54:22 +08:00
008fb98dee refactor(editor): Complete architecture refactoring
- 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
56ec2e9b85 refactor(editor): Phase 1 architecture refactoring
- Decouple Panel from Core::Layer (P0 issue resolved)
- Add EventBus with type-safe event system
- Add ISelectionManager interface with SelectionManagerImpl
- Add IEditorContext for dependency injection
- Update EditorLayer to use new architecture
- Update Application to create and inject EditorContext

New files:
- editor/src/Core/EventBus.h
- editor/src/Core/EditorEvents.h
- editor/src/Core/ISelectionManager.h
- editor/src/Core/SelectionManagerImpl.h
- editor/src/Core/IEditorContext.h
- editor/src/Core/EditorContextImpl.h

This enables future improvements: Undo/Redo, serialization, component extensibility.
2026-03-25 15:35:00 +08:00
3478fb414a docs: Update RHI test coverage matrix to v1.4 (P1-7 Compute/Dispatch completed) 2026-03-25 15:10:10 +08:00
720dd422d5 RHI: Add Compute/Dispatch unit tests (P1-7) and fix shader type bugs
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
da1f8cfb58 docs: Update RHI test coverage matrix and file list 2026-03-25 13:33:49 +08:00
920d3be78b RHI: Add DescriptorPool unit tests (8 tests, P1-5) 2026-03-25 13:21:13 +08:00
fbbf5dca55 docs: Update RHI test refactoring status to v1.2 2026-03-25 13:05:01 +08:00
2ac32e1330 RHI: Add RenderPass and Framebuffer unit tests with CMake support 2026-03-25 13:03:07 +08:00
41cea4d1a2 RHI: Implement CreateRenderPass/CreateFramebuffer in D3D12 and OpenGL backends 2026-03-25 13:03:02 +08:00
2313124cc5 RHI: Add CreateRenderPass/CreateFramebuffer to RHIDevice interface 2026-03-25 13:02:57 +08:00
cad6f586fb Editor: Fix InspectorPanel AddComponent popup crash
- Remove SeparatorText which causes PopStyleVar mismatch in ImGui
- Add stderr redirection for better error capture
- Add debug logging to InspectorPanel
- Fix EditorLayer commented out undefined functions
2026-03-25 12:56:51 +08:00
0834ccb7aa Editor: Add crash exception filter to InspectorPanel AddComponent
- Add Windows structured exception handling to catch crashes during component addition
- Log crashes to file and stderr for debugging
2026-03-25 12:30:35 +08:00
0948e0fdbe docs: Update RHI test refactoring status
- Mark P0-1 (Shader) and P0-2 (PipelineState) as completed
- Update test coverage matrix
- Add changelog v1.1
2026-03-25 12:30:05 +08:00
f808f8d197 RHI: Replace IsFinalized/Finalize with IsValid/EnsureValid
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.
2026-03-25 12:28:33 +08:00
ca0d73c197 docs: update README to reflect current project structure after refactoring
- Correct directory structure (ui_editor -> editor, remove scripts/)
- Add Platform/ module (cross-platform abstraction layer)
- Add Input/ module
- Add Layer/LayerStack to Core module
- Add missing RHI abstraction files (DescriptorPool, DescriptorSet, RenderPass, Framebuffer, etc.)
- Add missing D3D12 backend files
- Add missing OpenGL backend files
- Add GLAD to third_party
- Add reference/ directory
- Add Res/ to mvs/
- Update editor directory structure
2026-03-25 12:06:10 +08:00
32c04b86b7 RHI: Add embedded shader source support via ShaderCompileDesc
- 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.
2026-03-25 12:00:26 +08:00
600892bbe2 Refactor RHI documentation and remove unused files 2026-03-25 01:31:09 +08:00
c9e459c179 Editor: UI panels and GameObject updates 2026-03-25 01:23:08 +08:00
dc970d215b RHI: Internalize OpenGL-specific methods in OpenGLDevice
- 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
2026-03-25 01:20:38 +08:00
6328ac8d37 RHI: Add Compute Pipeline abstraction with D3D12 and OpenGL support
- Add SetComputeShader/GetComputeShader/HasComputeShader to RHIPipelineState
- Add m_computePipelineState for D3D12 compute PSO
- Add m_computeProgram/m_computeShader for OpenGL
- Fix OpenGLCommandList::DispatchCompute bug (was ignoring x,y,z params)
- Fix OpenGLShader::GetID usage in OpenGLPipelineState
- Mark Priority 8 as completed in RHI_Design_Issues.md
2026-03-25 01:05:03 +08:00
da48b808cd RHI: Remove无效的SetGlobal*方法 - 死代码清理
问题:SetGlobal*方法(SetGlobalInt/SetGlobalFloat/SetGlobalVec3/SetGlobalVec4/SetGlobalMat4/SetGlobalTexture)在D3D12和OpenGL中都只是缓存值,从不提交到GPU。

移除内容:
- RHICommandList.h: 移除6个SetGlobal*纯虚方法声明
- D3D12CommandList.h/cpp: 移除6个override声明+6个缓存变量+6个方法实现+Shutdown()中的缓存清理
- OpenGLCommandList.h/cpp: 同上

原因:
- SetGlobal*从未被代码库调用(死代码)
- SetUniform*已正常工作,使用shader reflection+实际GPU绑定
- 移除后无功能损失

测试状态:150个RHI单元测试全部通过,8个集成测试全部通过
2026-03-25 00:52:36 +08:00
a2fc8eca02 RHI: Remove无效的动态状态方法 - SetDepthStencilState/SetBlendState
重构原因:
- D3D12 PSO是不可变的,SetDepthStencilState/SetBlendState调用原本就是空实现(TODO)
- 这些方法在D3D12中完全无效,是死代码

移除的方法:
- SetDepthStencilState(const DepthStencilState&) - D3D12空实现,OpenGL直接调用GL函数
- SetBlendState(const BlendState&) - D3D12只设置BlendFactor其他忽略,OpenGL直接调用GL函数

保留的真正动态状态:
- SetViewport/SetViewports
- SetScissorRect/SetScissorRects
- SetStencilRef (D3D12动态状态)
- SetBlendFactor (D3D12动态状态)

注:PrimitiveTopology保留在CommandList,因为D3D12允许动态改变topology type

测试状态:150个RHI单元测试全部通过,8个集成测试全部通过
2026-03-25 00:37:18 +08:00
f8a2507bdf docs: Update RHI_Design_Issues.md - mark Priority 1 DescriptorSet as completed 2026-03-25 00:26:47 +08:00
c6fe9547aa RHI: Add DescriptorSet abstraction for D3D12 and OpenGL backends
- 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
2026-03-25 00:26:16 +08:00
c5c43ae7aa docs: Update RHI_Design_Issues.md with completed items status 2026-03-25 00:00:36 +08:00
5eb731bc2d RHI: Add explicit RenderPass abstraction (BeginRenderPass/EndRenderPass)
New abstractions:
- RHIFramebuffer: Framebuffer interface with Initialize/Bind/GetHandle
- RHIRenderPass: RenderPass interface with AttachmentDesc for load/store actions
- D3D12Framebuffer/D3D12RenderPass: D3D12 implementation
- OpenGLFramebuffer/OpenGLRenderPass: OpenGL implementation (adapted from existing)

RHICommandList changes:
- Added BeginRenderPass(RHIRenderPass*, RHIFramebuffer*, Rect, clearValues...)
- Added EndRenderPass()

Implementation notes:
- D3D12: Uses OMSetRenderTargets + ClearRenderTargetView (fallback from native RenderPass API)
- OpenGL: Uses glBindFramebuffer + glClearBufferfv for LoadOp handling
- Old SetRenderTargets/ClearRenderTarget retained for backward compatibility

All 845 tests pass.
2026-03-24 23:59:44 +08:00
1e88beacb8 RHI: Fix view type signatures in CommandList abstraction
- 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
2026-03-24 23:41:57 +08:00
7a66913f2b refactor(RHI): 将窗口职责从RHI移到Platform层
- RHIDeviceDesc 删除 windowHandle/width/height/appName
- SwapChainDesc 添加 windowHandle 字段
- RHISwapChain 删除 PollEvents/ShouldClose/SetFullscreen 等窗口相关接口
- OpenGLDevice 删除 CreateRenderWindow,改用 InitializeWithExistingWindow
- 更新所有集成测试使用新API
- 273个单元测试 + 8个集成测试全部通过
2026-03-24 23:00:49 +08:00
9fae910854 Editor: 更新编辑器面板和UI控件系统
- 添加新的UI控件系统(Core.h, ScalarControls.h, VectorControls.h, UI.h)
- 更新SceneManager支持场景层级管理
- 优化SelectionManager选择管理
- 改进InspectorPanel/GameViewPanel/HierarchyPanel等面板
- 更新RHI文档说明Vulkan实现计划
2026-03-24 20:02:38 +08:00
cab290b17d RHI: 增强RHIResourceView抽象接口,添加GetViewType/GetDimension/GetFormat虚函数
- 在RHIResourceView基类添加3个纯虚函数:GetViewType()、GetDimension()、GetFormat()
- D3D12ResourceView和OpenGLResourceView子类实现这些虚函数
- 在各InitializeAs*方法中正确存储format和dimension信息
- 消除调用者必须向下转型才能获取视图类型的需求
2026-03-24 20:01:54 +08:00
0f5d018c1a refactor(RHI): 完成 Shader uniform 设置迁移到 CommandList
- 删除 RHIShader 的 OpenGL 风格 SetMat4/SetVec3/SetInt 等方法
- 添加 UniformInfo 结构体和 GetUniformInfos/GetUniformInfo 接口
- D3D12Shader 和 OpenGLShader 实现 CacheUniformInfos
- RHICommandList 添加 SetUniform*/SetGlobal* 统一接口
- D3D12 实现 D3D12PipelineLayout 管理 root signature 映射
- 修复 D3D12CommandList::SetPipelineStateInternal 在 Reset 后未重新应用 root signature 的问题
- 更新 OpenGL 集成测试使用新的 SetUniform* API
- 所有单元测试和集成测试通过 (8/8 integration tests)
2026-03-24 19:47:22 +08:00
135fe9145b refactor(editor): 重构 Editor 使用 Engine 的 Component/Scene 系统
- Editor CMakeLists.txt 链接 XCEngine 库
- 删除 editor/src/Core/GameObject.h (简化版)
- SelectionManager 使用 Engine::Components::GameObject*
- SceneManager 使用 Engine::Scene
- HierarchyPanel 使用 Engine GameObject API
- InspectorPanel 使用 Engine TransformComponent

注意: Engine RHI Shader 接口有编译错误需要修复
2026-03-24 18:38:01 +08:00
c66ba2feb3 refactor(RHI): complete PipelineState Unity SRP style refactoring
- 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
2026-03-24 18:33:16 +08:00
6ed033890a docs: 整理 plan 文档,废弃文档移至 used 目录
- 废弃的计划文档移动到 docs/plan/used/
- 更新 RHI 抽象层设计文档
- 保留当前有效的计划文档
2026-03-24 18:21:53 +08:00