Major refactor of graphics pipeline keying, shader cache, and resource allocation.
Replaced most Allocator usage with AllocationHandle, modernized logger usage,
and unified pipeline state keys. Updated MeshUtility to use AllocationHandle.FreeList.
Added new shader pipeline architecture docs and improved error handling throughout.
BREAKING CHANGE: Pipeline keying and resource allocation APIs have changed.
Refactored shader system to support both graphics and compute shaders.
- Updated ANTLR grammars and parser logic for explicit shader model and compute shader entry points.
- Split shader models and descriptors for graphics and compute.
- Refactored pipeline key generation and D3D12 pipeline library for compute support.
- Updated push constant layouts and HLSL includes for both shader types.
- Improved error handling and test coverage with new example files.
BREAKING CHANGE: Shader model, descriptor, and pipeline APIs have changed. Existing shader and pipeline code must be updated to use the new types and conventions.
Major refactor of render pipeline and shader system:
- Replaced legacy shader properties with source generator and attribute-based HLSL struct generation.
- Introduced ShaderPropertiesRegistry for runtime property layout/code registration.
- Added modular IRenderPipeline, IRenderPipelineSettings, and IRenderPayload interfaces.
- Implemented GhostRenderPipeline and ECS-driven GPUScene management.
- Added experimental DirectX 12 Work Graph support.
- Refactored shader compilation, variant hashing, and caching.
- Updated APIs for consistency and improved codegen for registration.
These changes modernize the rendering infrastructure for advanced features like work graphs and dynamic pipelines.
BREAKING CHANGE: Shader DSL, pipeline, and property APIs have changed. Existing shaders and pipeline integrations must be updated.
Added ICommandSignature and D3D12CommandSignature for indirect command execution in the D3D12 backend, with supporting types. Updated ICommandBuffer and IGraphicsEngine interfaces to support indirect execution and command signature creation. Refactored command buffer pooling in D3D12GraphicsEngine for more flexible reuse. Changed BeginFrame and EndFrame to void and clarified parameter names. Updated resource and frame data structures to use direct buffer indices. Added RenderingUtility for buffer and texture uploads. Removed IRenderOutput interface. Updated RenderSystem render loop and HLSL/C# code to match new buffer usage patterns.
BREAKING CHANGE: ICommandBuffer, IGraphicsEngine, and related APIs have changed signatures and behaviors. Indirect command execution is now supported and required for some advanced features.
Modernizes resource and barrier management for the D3D12 backend. Key changes:
- Simplifies BarrierDesc by removing nullable "before" states; now inferred from resource database.
- Adds IsAliasing flag to BarrierDesc for aliasing transitions.
- Replaces ResourceMemoryType with HeapType in BufferDesc and related APIs.
- Enhances ResourceViewGroup with usage inference methods.
- Adds D3D12 utility helpers for heap/flag conversions and resource description extraction.
- Optimizes command buffer barrier emission, skipping redundant barriers.
- Refactors Material and RenderContext to use new APIs and state tracking.
- Updates ResourceManager pooling to use HeapType and standard Queue.
- Simplifies RenderGraphExecutor barrier logic and aliasing handling.
- Improves RenderSystem frame synchronization and resource retirement.
- Cleans up obsolete code and improves debug output.
BREAKING CHANGE: Updates to resource and barrier APIs require changes to all code interfacing with resource creation, barriers, and memory types.
Major overhaul of GPU resource/heap management:
- Replace resource pooling and upload buffer logic with transient heap/page-based suballocation in ResourceManager.
- Add support for suballocation and heap flags/types, with D3D12 helpers.
- Remove ICommandBuffer.UploadBuffer/UploadTexture; add UpdateSubResources and CopyBuffer, move upload logic to RenderingContext.
- Refactor D3D12ResourceAllocator/Database for suballocation, heap flags, and mapping.
- Standardize on Handle<GPUBuffer> usage.
- Update meshlet/mesh utilities for new allocation handles and memory pools.
- Refactor RenderGraph and docs to use "heap" terminology.
- Use cpuFrame/gpuFrame consistently for frame sync.
- Add s2h.hlsl, s2h_3d.hlsl, s2h_scatter.hlsl shader debug libs.
- Miscellaneous fixes, cleanup, and dependency updates.
BREAKING CHANGE: Resource pooling and upload APIs replaced with new heap/page-based suballocation system. Update all buffer/texture creation and upload code to use new ResourceManager and ICommandBuffer methods.
Added NoAccess to attachment ops for depth/stencil, updated D3D12 and RenderGraph to handle new ops, and improved axis/handedness conversion in mesh loading. Enabled meshlet color hashing in test shader. Changed default rasterizer winding, added format helpers, and updated camera transform for correct mesh orientation. JobScheduler usage commented out for now.
Refactored Vertex to use float3 position/normal, float2 uv, float4 tangent, and Color128 color, updating all mesh generation and HLSL code accordingly. Added MeshUtility for loading .obj/.fbx meshes with deduplication and normal/tangent computation. Updated GraphicsTestWindow to use the new loader and improved resource management. Fixed D3D12ResourceAllocator resource creation logic, improved camera projection math, and simplified RenderingLayerMask. Updated package references and app display name.
BREAKING CHANGE: Vertex struct layout changed; all mesh code and shaders must use the new format.
Refactored all graphics resource handles to use Handle<GPUTexture> and Handle<GPUBuffer> instead of Handle<Texture> and Handle<GraphicsBuffer>. Updated all APIs, interfaces, and implementations to use the new types, including ICommandBuffer, IResourceAllocator, ISwapChain, IRenderOutput, IRenderGraphBuilder, and related classes. Introduced TempJobAllocator for frame-latency-aware allocations. Updated ResourceHandleExtensions for new conversions. Performed minor code cleanups and removed the empty ClusterLod.cs file.
BREAKING CHANGE: All usages of Handle<Texture> and Handle<GraphicsBuffer> are replaced with Handle<GPUTexture> and Handle<GPUBuffer>. This affects all APIs and resource management code. Callers must update their code to use the new handle types.
- Refactor D3D12 backend and RenderGraph module
- Update graphics RHI and core rendering components
- Add Random.hlsl shader include
- Regenerate API documentation and update user guides
Refactored D3D12 resource and command management with a new D3D12Object<T> base class for unified lifetime and naming of COM objects. Introduced pooled command buffer and resource management in D3D12GraphicsEngine and ResourceManager, using frame-based return queues for safe reuse. Updated RenderSystem to use pooled command buffers and render requests, and to properly dispose of per-frame resources. Changed frame synchronization and resource release logic to use ulong fence/frame values for improved robustness. Refactored swap chain to DXGISwapChain and improved error handling and code clarity. Removed renderer management from IGraphicsEngine. Changed ResourceDesc, TextureDesc, and BufferDesc to record structs with equality and hashing for pooling.
BREAKING CHANGE: Renderer management APIs removed from IGraphicsEngine. Frame and resource synchronization now use ulong instead of uint. Resource pooling and command buffer pooling are now required for correct usage.
- RenderGraph.Compile/Execute now return Error for better failure detection; error handling is propagated throughout compiler and executor.
- Renamed ScheduleReleaseResource to ReleaseResource for clarity; updated all usages.
- ResourceManager now calls ReleaseResource directly on Mesh, Material, and Shader types.
- Camera exposes Actual/Virtual size properties and Render returns Error.
- RenderingContext now uses IResourceManager for mesh/resource ops.
- Replaced custom BinaryWriter with BufferWriter in RenderGraphHasher.
- Improved variable naming, interface signatures, and code formatting.
- Added Error extension for IsSuccess/IsFailure.
- Minor FMOD/native interop and test code cleanups.
- No breaking API changes except for new Error return values on some methods.