Replaces ErrorStatus with Error across all systems for consistency.
Renames ResourceBarrierData fields to camelCase.
Adds BindlessAccess enum and updates GetBindlessIndex API.
Updates method signatures, result types, and error checks.
Modernizes HLSL mesh shader syntax and fixes naming.
Improves code style and updates comments for clarity.
Major overhaul of render graph system for modularity and performance:
- Split compilation and execution logic into dedicated classes (Compiler, Executor, NativePassBuilder, Barriers)
- Overhauled barrier system: now uses CompiledBarrier with target state only, querying before state at execution
- Resource size/alignment now queried from D3D12 device for accurate heap allocation
- ResourceDesc now includes Type field and asserts correct union access
- Centralized D3D12 interop logic in D3D12Utility extensions
- Added RenderGraphHasher for structural graph hashing and cache invalidation
- RenderGraph class simplified to orchestrate specialized components
- ResourceAliasingManager now uses allocator for size queries
- Compilation cache now stores compiled barriers, reducing memory usage
- Improved comments, debug assertions, and removed redundant code
Result: more maintainable, efficient, and robust render graph pipeline.
Major overhaul of resource barrier and state tracking in RenderGraph:
- Introduce ResourceBarrierData for explicit (layout, access, sync) tracking.
- Separate aliasing and transition barriers; explicit aliasing support.
- Remove BufferHint; infer buffer usage from BufferUsage flags.
- Update TextureAccess/BufferAccess to include usage requirements.
- Improve enums (BarrierSync, BarrierAccess, BarrierLayout) for D3D12 alignment.
- Update D3D12CommandBuffer to use new barrier data and error handling.
- Make D3D12DescriptorHeap a class; add ReleaseSampler to IResourceDatabase.
- Reset resource pools and aliasing managers each frame.
- Batch and flush barriers efficiently per pass.
- Update HLSL mesh shader macros to [NumThreads].
- Remove obsolete code and improve documentation.
This refactor improves correctness, extensibility, and prepares for advanced features.
Introduces a full-featured render graph system with pass culling, resource aliasing, and automatic barrier generation. Refactors resource and barrier APIs, improves error handling, and unifies result types. Renderer and render passes now use the new graph-based workflow. Updates shader includes, adds a blit shader, and improves HLSL parsing. Removes dynamic descriptor heaps in favor of persistent ones. Project file now includes the render graph module. Lays the foundation for advanced rendering features and improved memory efficiency.
Major architecture upgrade:
- Add native render pass merging (hardware pass grouping, load/store op inference)
- Implement heap-based aliasing for textures & buffers (D3D12-style)
- Unify resource model: buffers and textures in one registry
- Extend builder API for buffer creation/usage, access flags, hints
- Improve barrier/state tracking (buffer hints, indirect argument state)
- Update caching, hashing, and debug output for new model
- Add enums/structs: AttachmentLoadOp, StoreOp, BufferHint, etc.
- D3D12 backend: support named resources, temp upload buffers, correct heap usage
- Update docs, benchmarks, and project files for new features
Brings render graph closer to AAA engine standards, enabling efficient memory usage, lower driver overhead, and a more flexible API.
Major refactor of shader compiler and related systems:
- Switch ShaderDescriptor/PassDescriptor to arrays; remove IPassDescriptor
- Rewrite keywords block parser/semantic analysis for flexible syntax
- Change property initializers to brace syntax `{ ... }`
- Simplify TokenStream API (remove ref index params)
- Make GetBindlessIndex return uint (~0u for not found)
- Update shader compilation and variant logic for new descriptors
- Update test shader syntax to match new property/keyword formats
- Add AGENTS.md agent development guide
- Add Antlr4 dependency to Ghost.DSL
- Miscellaneous code style and error handling improvements
Major architectural update to graphics/material/shader system:
- Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types.
- Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching.
- Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists.
- Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly.
- Refactored Material, Shader, and Pass data structures for cache efficiency and variant support.
- Pipeline library and PSO management now use 128-bit keys and variant-specific caching.
- Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management.
- Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls.
- Updated all HLSL and codegen for new buffer/push constant layouts and macros.
- Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
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.
- 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
Major refactor of graphics infrastructure:
- Introduce ICommandAllocator and D3D12CommandAllocator for explicit command buffer management.
- Change ICommandBuffer.Begin to require an allocator.
- Add IRenderTargetStrategy abstraction with swap chain and texture implementations.
- Update IRenderer to use RenderTargetStrategy instead of direct handle.
- Add DPI scaling support to swap chains (ScaleX/ScaleY, SetScale).
- RenderSystem now supports thread-safe swap chain resize requests.
- Remove persistent copy command buffer; use per-frame allocators.
- Make Logger public/static and clean up API visibility.
- Update .editorconfig and debug layer enablement.
These changes improve modularity, DPI-awareness, and future extensibility.
Added implicate conversion to Result<T, E> and RefResult<T, E>;
Added new ScheduleChunkParallel in EntityQuery;
Remove Ghost.SparseEntity from solution file. It's now completlty replaced by Ghost.Entities;
Implemented a transient render graph system as a proof of concept, including resource aliasing, pass culling, and typed pass data. Added new project `Ghost.RenderGraph.Concept` targeting `.NET 10.0`.
Refactored graphics-related components:
- Simplified resource state transitions in `RenderingContext`.
- Improved resize handling in `GraphicsTestWindow`.
- Updated `D3D12GraphicsEngine` to streamline frame rendering.
- Enhanced `D3D12ResourceDatabase` and `D3D12SwapChain` for better resource management.
Added detailed documentation:
- `ALIASING.md` explains resource aliasing techniques.
- `API_DESIGN.md` outlines the render graph API design.
Updated solution to include the new render graph project.
Refactored error handling across the codebase by replacing exceptions with `Result`-based error handling for better robustness and consistency.
- Updated `ResultExtensions` to use `EqualityComparer` for comparisons.
- Enhanced `RenderingContext` with `GetValueOrThrow` for resource validation and added type constraints for texture methods.
- Introduced `CommandError` and `RecordError` in `D3D12CommandBuffer` for improved error tracking.
- Refactored `D3D12ResourceDatabase` to use `Result` objects for resource queries.
- Updated `ICommandBuffer` and `IResourceDatabase` interfaces to return `Result` objects.
- Improved type safety by replacing `int` with `uint` where appropriate.
- Simplified texture handling in `MeshRenderPass` with new `CreateTexture` logic.
- Cleaned up project files by removing unused and redundant entries.
These changes enhance code maintainability, improve error reporting, and ensure type safety throughout the project.
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.
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.
- 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.
- Added `generatedCodePath` to `FullPassDescriptor` for better shader code organization.
- Removed redundant `IID_PPV_ARGS` method and unused `Misaki.HighPerformance.Unsafe` reference.
- Refactored `Material` and `MaterialAccessor` to use `CBuffer` and updated buffer size handling.
- Renamed command buffer variables in `RenderingContext` for consistency.
- Updated `D3D12PipelineLibrary` to cache compiled shader results and added `ShaderPassKey`.
- Refactored `D3D12GraphicsEngine` to integrate `_copyCommandBuffer` lifecycle.
- Enhanced `D3D12ResourceAllocator` with shader pass creation using constant buffer info.
- Simplified `D3D12ShaderCompiler` with `GENERATED_CODE_PATH` support and improved reflection handling.
- Introduced `CBufferPropertyInfo` and `CBufferInfo` structs for better encapsulation.
- Updated HLSL shaders to use `g_PerMaterialData` and dynamic includes.
- Improved error handling in `SDLCompiler` with try-catch blocks and better messages.
- Refactored `test.gshader` to use dynamically generated includes.
- Fixed typos, improved code readability, and removed unused code.
- 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`.
Refactored `D3D12ResourceAllocator` to improve maintainability,
introducing new descriptor creation methods, utility functions,
and enhanced resource handling. Added thread safety and proper
disposal logic. Updated `.editorconfig` to enforce consistent
`using` directive sorting and increased max line length.
Revised `BufferUsage` enum in `Common.cs` to include new flags
and reorganized existing ones. Refactored `RenderTargetDesc`
conversion to an instance method. Adjusted `MeshRenderPass`
for consistency and added a parameter to `Execute`.
Minor formatting updates in `ShaderCode.hlsl` and cleanup of
unused directives in `D3D12Utility.cs`. Overall, these changes
enhance readability, maintainability, and functionality.
- Added new C# formatting rules in .editorconfig.
- Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs.
- Updated `Result` and `Result<T>` for implicit conversions.
- Added AOT compatibility to project files.
- Introduced a `Camera` class and refactored namespaces.
- Enhanced rendering with bindless support and pipeline state management.
- Refactored `D3D12CommandBuffer` for new rendering features.
- Improved `D3D12PipelineLibrary` with disk caching methods.
- Added support for UAVs and raw buffers in `D3D12ResourceAllocator`.
- Improved shader compilation and reflection in `D3D12ShaderCompiler`.
- Refactored descriptor heap and swap chain initialization.
- Added enums and structs for rendering configurations.
- Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces.
- Updated `MeshRenderPass` to align with the new pipeline.
- Consolidated namespaces and improved code maintainability.
Refactored and renamed components related to D3D12 graphics programming, replacing "descriptor" with "viewGroup" to improve resource grouping and management. Updated `D3D12CommandBuffer`, `D3D12DescriptorAllocator`, and `D3D12PipelineLibrary` to reflect these changes. Simplified material and shader creation in `D3D12ResourceAllocator`. Enhanced `D3D12ResourceDatabase` with resource naming for debugging and improved management. Refactored `Shader` and `ShaderPass` to use modern C# features and `IResourceReleasable` interface. Introduced `D3D12Utility` for centralized utility methods. Updated `Material` class for efficient buffer creation. Renamed `ShaderCompiler` to `SDLCompiler` with improved error handling. Updated `MeshRenderPass` to use new shader compilation process. Various improvements in error handling, code readability, and utility methods.
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.
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.
- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers.
- Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety.
- Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling.
- Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management.
- Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures.
- Enhanced `ICommandBuffer` with new upload operations for buffers and textures.
- Refactored `Vertex` struct for simplified memory layout and better performance.
- Updated `MeshBuilder` and rendering logic to align with new resource and shader structures.
- Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`.
- Removed unused classes and performed general cleanup.
- Updated unit tests and demos to reflect the new architecture.
Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`.
Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling.
Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup.
Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
- Added D3D12ResourceFactory for creating render targets, textures, and buffers.
- Enhanced D3D12SwapChain to manage back buffer render targets and provide access to them.
- Updated D3D12Texture to utilize resource handles for better resource management.
- Removed legacy ResourceAllocator and integrated improvements for resource handling.
- Introduced new interfaces for resource factory and swap chain to streamline resource creation.
- Added support for mip levels and texture dimensions in render target and texture descriptions.
- Created new markdown files to document allocator and swap chain improvements.
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.
Added DescriptorAllocator.cs to manage descriptor allocations for Direct3D 12.
Added Texture2D.cs to handle 2D textures and GPU resource creation.
Added DescriptorAllocatorExample.cs to demonstrate the new descriptor allocator interface.
Changed project files to reference Misaki.HighPerformance.LowLevel instead of Misaki.HighPerformance.Unsafe.
Changed _renderView type from IRenderer? to Renderer? in ScenePage.xaml.cs.
Changed EngineCore.cs to remove explicit graphics API specification during initialization.
Changed Logger.cs to enhance the Assert method with a DoesNotReturnIf attribute.
Changed resource types in Mesh.cs from IResource to GraphicsResource.
Removed multiple interfaces including ICommandBuffer, IDebugLayer, IGraphicsDevice, IPipelineResource, IRenderPass, IRenderer, IResource, and IResourceAllocator to simplify the graphics architecture.
Removed D3D12DebugLayer class from DebugLayer.cs to streamline the debug layer implementation.
Updated CommandList.cs and D3D12CommandBuffer.cs to implement a new command list structure for Direct3D 12.
Updated Material.cs to improve handling of constant buffers and textures.
Updated Shader.cs to include new structures for texture and property information.
Updated GraphicsPipeline.cs to support the new graphics device and resource management system.
Updated UnitTestAppWindow.xaml.cs to reflect changes in the renderer type and ensure proper resource management.
Updated BindlessMeshRenderPass.cs and MeshRenderPass.cs to implement modern rendering techniques, including bindless textures and improved shader management.
Updated CBufferCache.cs to align with the new resource management system and improve memory handling.