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 optimization of Ghost.RenderGraph.Concept: pooled resources, zero-allocation hot paths, explicit queue types, and batch barrier APIs.
- Migrated Ghost.DSL shader compiler to ANTLR4-based parser; removed hand-written parser, added grammar files and semantic model conversion.
- Added CollectionPool/ListPool for pooled list management.
- Updated documentation for new architecture and performance.
- Removed Ghost.Shader.Concept (material/material system) from repo and solution.
- README.md replaced with a brief project statement.
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.
- 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.
Introduce per-component versioning in chunks and world for efficient change detection.
- Add version arrays to chunks and global version to world.
- Update queries and ForEach to mark written components as changed.
- Extend QueryBuilder with WithAllRW/WithPresentRW for write access.
- Expose change tracking API in ChunkView.
- Improve thread safety and debug code.
- Update tests and examples to demonstrate new features.
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;