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.
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 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.
- 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
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;
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`.
- 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.