Commit Graph

23 Commits

Author SHA1 Message Date
f988c34b3d Add high-performance material/shader system (Ghost.Shader.Concept)
Introduces a new Ghost.Shader.Concept project implementing a modern, data-oriented material and shader system with:
- Global/local keyword bitsets (fast O(1) ops, 64 bytes)
- Multi-pass shader program and per-pass render state overrides
- Thread-safe, 16-byte aligned material property blocks
- Material pooling to reduce GC pressure
- Batch renderer for efficient PSO grouping and async variant warmup
- Full demo (Program.cs) and extensive documentation (ARCHITECTURE.md, README.md, PROJECT_SUMMARY.md)
- Minor integration: new enums, doc updates, and keyword handling in existing code

No breaking changes to the existing engine; all new code is isolated. This serves as a reference implementation for high-performance, extensible material/shader architectures.
2025-12-26 19:19:30 +09:00
a89719bfc9 Refactor pipeline state and render output abstractions
- Replace old pipeline enums/structs with new strongly-typed PipelineState and enums (ZTest, ZWrite, Cull, Blend, ColorWriteMask)
- Redesign pipeline keying: introduce 128-bit GraphicsPipelineKey, MaterialPipelineKey, and PassPipelineKey for robust PSO caching
- Replace IRenderTargetStrategy with IRenderOutput; add SwapChainRenderOutput and TextureRenderOutput
- Update renderer and window code to use new render output abstraction and handle viewport/scissor updates
- Make ShaderPass a readonly struct and Shader a struct; use ID-based pass lookup for efficiency
- Materials now support per-pass pipeline overrides with new keying
- Add defensive checks in D3D12CommandBuffer; update D3D12PipelineLibrary for new keying/state
- Move test shader to test.gsdef and update for new pipeline state syntax
- Remove obsolete files/interfaces and perform general code cleanups
- Update all usages and parsing logic for new pipeline state system
2025-12-24 19:06:34 +09:00
d23e701f0a refactor IRenderer 2025-12-22 15:59:02 +09:00
2881fda112 Refactor component registration, update deps, improve JSON
- Updated Misaki.HighPerformance package versions in Core and Graphics projects.
- Added IsTrimmable to Ghost.Engine.csproj for trimming support.
- Renamed GetOrRegisterComponent to GetOrRegisterComponentID and updated all usages.
- Component registration codegen now uses a static class with [ModuleInitializer], no longer requires [EngineEntry].
- Improved JSON serialization: added string support, introduced Utf8JsonObjectScope/ArrayScope, and new extension methods for cleaner JSON writing.
- Removed [SkipLocalsInit] from Hierarchy and LocalToWorld.
- Fixed Entity.Invalid to use INVALID_ID for both fields.
- Minor cleanup: clarified comments, reorganized Ghost.Generator in solution, and disabled component serialization generator.
2025-12-21 22:18:25 +09:00
840cf7dd5a Add entities SerializationTest 2025-12-21 13:07:59 +09:00
00b4e82ded ECS refactor: new ComponentSet, serialization, generators
Major ECS API overhaul: added ComponentSet, refactored ComponentRegistry, and updated all entity/component creation methods. Introduced robust custom serialization infrastructure and per-component source generators for registration and (de)serialization. Updated editor, engine, and test code to use new APIs. Improved code quality, naming, and performance throughout. Removed obsolete code and updated dependencies.
2025-12-20 20:41:40 +09:00
93bc8e55a3 Changed project name 2025-12-04 16:55:26 +09:00
0ec318a9ab Add sampler support and refactor resource handling
Enhanced shader and resource systems with `Sampler` support, including updates to `ShaderPropertyType`, HLSL code, and resource management. Refactored `Result` structs for better type safety and added new enums for texture and comparison settings. Improved `MeshRenderPass` to dynamically load textures and samplers. Updated SDL compiler and token lexicon for `Sampler` handling. Embedded debug info in project files and streamlined resource state tracking.
2025-11-29 18:27:47 +09:00
0720444c2c Refactor and enhance resource management and rendering
Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include:

- Upgraded package dependencies in project files.
- Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers.
- Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling.
- Added validation for constant buffer sizes in `D3D12PipelineLibrary`.
- Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values.
- Enhanced debugging with `GPUResourceLeakException` and resource tracking updates.
- Updated shaders and rendering logic for testing, including hardcoded triangle rendering.
- Removed redundant base classes and interfaces for cleaner code structure.
2025-11-26 01:48:24 +09:00
dfe786a2aa Refactor core systems and improve resource management
- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`.
- Refactored `Result` struct for better error handling and chaining.
- Removed `Ptr<T>` struct as it was no longer necessary.
- Enhanced `Win32Utility` with `Attach` and `Dispose` methods.
- Improved `ProjectService` and `AppStateMachine` with `Result` integration.
- Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation.
- Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class.
- Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`.
- Updated `SDLCompiler` for better error handling during shader generation.
- Enhanced logging, debugging, and code readability across the codebase.
- Performed general code cleanup, including unused namespace removal and naming consistency.
2025-11-23 15:02:37 +09:00
6cf2e35a9b Updated solution to .Net 10 2025-11-12 10:15:58 +09:00
6f786a0698 Refactor namespaces and improve resource handling
- Updated namespaces from `Ghost.UnitTest` to `Ghost.Graphics.Test` across multiple files.
- Refactored `GraphicsTestWindow` to use a new `RenderSystem` configuration.
- Removed deprecated `Logger` and `SerializationTest` classes.
- Improved memory management in D3D12 components, including resource allocation and cleanup.
- Added `[SupportedOSPlatform]` attributes to specify Windows version compatibility.
- Updated `.editorconfig` settings and project references for consistency.
- Enabled `nativeDebugging` in `launchSettings.json`.
2025-11-11 21:30:47 +09:00
4dc98d6ed8 Change .net version from 10 to 9; 2025-11-04 14:20:22 +09:00
2612e19d35 Re-encoding all files with utf-8; 2025-11-04 13:31:21 +09:00
d2d9f5feb7 Refactor and enhance codebase for maintainability
Refactored and reorganized the codebase to improve readability, performance, and maintainability. Introduced new interfaces and structs for better resource management, updated project configuration files, and refactored shader and graphics pipeline management. Improved error handling, code formatting, and removed unused code and namespaces. Updated DLL references and method signatures for consistency and maintainability.
2025-10-22 18:46:39 +09:00
682200cbf1 Refactor and enhance graphics and audio systems
Updated target frameworks to .NET 10.0 across multiple projects for compatibility with the latest features. Refactored namespaces and introduced new classes for shader descriptors, FMOD integration, and DirectX 12 utilities using TerraFX. Replaced `Win32` bindings with TerraFX equivalents for DirectX 12. Added a C# wrapper for FMOD Studio API, including DSP and error handling. Enhanced entity queries, component storage, and query filters for better performance and type safety. Introduced new test projects and updated the solution structure. Added `meshoptimizer` bindings and integrated `meshoptimizer_native.dll`. Improved code readability, maintainability, and performance.
2025-10-09 05:16:28 +09:00
01a850ff94 Refactoring Rendering backend 2025-10-05 16:26:37 +09:00
5385141f14 Added new RHI abstraction layer;
Added new console debug page to UnitTest;
2025-08-25 10:48:59 +09:00
eafbfb2fa1 Update rendering architecture and resource management
Added a new `Ref<T>` struct for reference semantics.
Added the `RenderGraph` system for managing rendering passes.
Added the `RenderTexture` class for encapsulating GPU resources.
Added `GraphicsBuffer` class for effective GPU resource management.
Changed `CommandList` methods from public to internal for visibility control.
Changed `IRenderPass` interface from internal to public for accessibility.
Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`.
Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`.
Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`.
Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency.
Changed `QueryItem<T0>` and related structs to use `CompRef<T>`.
Changed `Material` class to support bindless textures.
Changed `Shader` class to support bindless rendering.
Changed `Mesh` class to support bindless vertex and index buffer access.
Updated documentation to reflect the new bindless rendering architecture.
2025-08-01 21:34:48 +09:00
5ae4128baf Enhance graphics engine and code organization
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`.
Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`.
Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`.
Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`.
Added new `Color32` and `Color128` structs for color representation in `Color.cs`.

Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files.
Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`.
Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation.

Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`.
Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects.
Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs.
Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures.
Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods.

Refactored the `AppStateMachine` class to use private fields instead of static fields for state management.
Refactored the `ComponentDataView` class to use the new namespace and improve organization.
Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.

Made various adjustments to ensure consistency and improve code quality across multiple files.
2025-07-02 21:30:10 +09:00
300ae7251b Add new interfaces and refactor rendering logic
Added a new `ConstPtr<T>` struct for type-safe pointers.
Added a new `ICommandBuffer` interface for resource copying.
Added a new `IRenderPass` interface to define render passes.
Added a new `IResource` interface for GPU resources.
Added a new `IResourceAllocator` interface for resource management.
Added a new `ISwapChainPanelNative` struct for native interactions.
Added a new `D3D12Utility` class for Direct3D 12 utilities.
Added a new package reference for `Vortice.Win32.Graphics.D3D12MemoryAllocator`.

Changed project file to allow unsafe code blocks.
Changed `Result` struct methods to improve clarity.
Changed error handling in `ProjectService` and `AssetDatabase` to use `Result.Failure()`.
Changed `launchSettings.json` to enable native debugging.
Changed rendering logic in `ScenePage.xaml.cs` to use `IRenderer`.
Changed `IGraphicsDevice` interface to include renderer properties.
Changed `IRenderView` to `IRenderer` and updated its methods.
Changed `Mesh` class to use the new `IResource` interface for buffers.
Changed `GraphicsAPI` enum to include a `None` value.
Changed various aspects of the `GraphicsPipeline` class for new architecture.

Removed the old `DX12RenderView` class and replaced it with `DX12Renderer`.
Removed unnecessary code in the `ResourceView` class.
2025-06-30 13:50:06 +09:00
8fd1222780 Refactor AppState and rendering pipeline components
Changed the `AppStateMachine` to implement `IDisposable` and `IAsyncDisposable` for better resource management.
Changed the `IAppState` interface to include asynchronous methods for state transitions.
Changed the `App` class to start the host asynchronously and added an `OnClosed` method for proper shutdown.
Changed the `EditorState` class to ensure the window closes correctly when exiting the state.
Changed the `LandingState` class to improve window activation and deactivation management.
Changed the `HostHelper` class to register `LandingWindow` and `EngineEditorWindow` as singletons for better performance.
Changed the `ScenePage` class to utilize a new interface for swap chain management.
Changed the `OpenProjectPage` and `CreateProjectPage` classes to enhance navigation handling.
Changed the `ConsoleViewModel` to improve log update handling with a new context structure.
Changed the `OpenProjectViewModel` to clear project lists when navigating away.
Changed the `EngineCore` class to start the graphics pipeline asynchronously.
Changed the `Logger` class to use a new context structure for log changes.
Added the `ICommandBuffer`, `IGraphicsDevice`, and `IRenderView` interfaces to enhance the rendering pipeline.
Changed the `DX12CommandBuffer`, `DX12GraphicsDevice`, and `DX12RenderView` classes for improved resource management and rendering efficiency.
Refactored the `Mesh` class to use a new `Vertex` structure for simplified vertex management.
Added the `TextureUtility` class for texture management utilities, including mip count calculation.
Changed the `launchSettings.json` to include a new profile for the graphics project with native debugging enabled.
Changed the `MeshBuilder` class to utilize the new `Vertex` structure for vertex creation.
2025-06-29 11:38:29 +09:00
4110c166cf Refactor Vector3Field and update project structure
Changed Vector3Field.cs to derive from ValueControl<Vector3> and use NumberBox controls for better UI handling.
Changed EditorControls.xaml to update resource paths for new controls.
Changed InternalControls.xaml to simplify the resource dictionary by removing unnecessary references.
Changed IComponentEditor.cs to reflect updates in the component editor's lifecycle methods.
Changed project files for Ghost.Editor and Ghost.Core to include new dependencies and project references.
Changed FileExtensions.cs and IInspectorService.cs to align with the new namespace structure.
Changed Result.cs to enhance error handling and success checking methods.
Changed TypeHandle.cs to improve type handling compatibility.
Changed AssemblyInfo.cs files to include new assembly visibility attributes for better encapsulation.
Added new graphics-related classes and interfaces in the Ghost.Engine project, including IGraphicsDevice and DX12GraphicsDevice.
Added a new Mesh class to handle 3D mesh data and provide methods for creating geometric shapes.
Added GraphicsPipeline.cs to manage the graphics rendering loop and device initialization.
Added ScenePage.xaml and ScenePage.xaml.cs to create a new page for rendering scenes.
Updated HierarchyPage.xaml.cs and InspectorPage.xaml.cs to use the new service locator pattern for service retrieval.
Updated LandingWindow.xaml.cs and EngineEditorWindow.xaml.cs to utilize the new service locator pattern for better service access.
Updated Logger.cs to enhance logging capabilities with optional stack traces and assertion logging.
Updated QueryFilter.cs and QueryEnumerable.cs to use the new TypeHandle structure for improved efficiency.
Updated WorldNode.cs and WorldNodeSerializer.cs to enhance serialization and management of world nodes.
Updated AssetDatabase and related classes to improve asset management and metadata generation.
Updated Ghost.UnitTest.csproj to include new project references and package dependencies for unit tests.
2025-06-27 20:02:02 +09:00