Refactor shader property system to support runtime reflection via ShaderPropertyType and ShaderPropertyFieldInfo. Introduce strongly-typed Texture2D/3D and Buffer handle structs. Update ShaderPropertiesGenerator to emit field metadata and register it. Move mesh content structs to AssetManager.Mesh.cs and mark as internal. Update DSLShaderCompiler and registry for new property API. Remove obsolete files and clean up namespaces. Add sample TestShaderProperty struct.
Added Debug_Editor/Release_Editor configs to all projects and solution. Refactored test utilities into Ghost.TestCore and updated references. Introduced DXCBindingTest for shader compilation. Updated conditional compilation to use GHOST_EDITOR. Improved platform mappings and performed minor code cleanup.
- Introduced AssetHandlerInfo struct for handler registration and lookup, enabling handler caching and decoupling instantiation from extension/type.
- Changed CustomAssetHandlerAttribute to use required named properties; updated source generator.
- Replaced HandlerTypeId with AssetTypeId throughout metadata, catalog, and sub-asset records for clarity.
- Refactored asset catalog to use connection pooling and local command creation for thread safety.
- Updated asset handler interfaces and implementations to align with new registration system and removed redundant properties.
- Migrated mesh import and meshlet building to async JobScheduler jobs; switched to TLSF allocator and improved safety checks.
- Made meshlet/LOD hierarchy building async and job-based with better memory management.
- Updated usages and tests for new APIs; refreshed project references and package versions.
- Improved documentation and code comments for clarity.
- Implement sub-asset import for mesh/model assets with manifest generation and deterministic GUIDs
- Extend AssetCatalog for sub-asset tracking and management
- Update AssetRegistry and ImportCoordinator for sub-asset workflows
- Add mesh asset parsing, GPU upload, and resource management
- Update mesh data structures for meshlet groups/hierarchy and LODs
- Improve tests for sub-asset import and mesh handling
- Enhance mocks for mesh asset testing and resource mapping
- Fix path handling and native DLL loading issues
- Miscellaneous bug fixes and refactoring
- Mesh import now builds full node hierarchy and splits geometry by material, with robust normal/tangent handling
- Meshlet generation supports material indices for correct assignment
- Refactored texture cube map compression and mipmap handling
- Updated asset handler registration to new namespace
- Enabled asset reimport on import events
- Improved code quality, resource management, and formatting
- Switched asset handler interfaces and implementations to use file paths instead of FileStreams for all operations.
- Refactored mesh asset structure and parsing, moved meshlet logic to MeshProcessor, and introduced hierarchical MeshNode types.
- Updated texture asset handling: switched to bits-per-channel, improved mipmap/cubemap generation, and SPMD HDRI support.
- Updated shader asset handlers to use file paths and split code compilation logic.
- Improved asset registry: added event debouncing, better path handling, and import time/hash tracking.
- Added source generator for IAssetSettings registration to support polymorphic JSON serialization.
- Updated dependencies and tests; various minor fixes and cleanups.
Add runtime AssetManager and AssetHandlerRegistrationGenerator source generator.
Update editor asset handler types and services to work with new registration
mechanism and asset catalog. Remove legacy contracts ICloneable and IReleasable.
Files added:
- src/Runtime/Ghost.Engine/AssetManager.cs
- src/Runtime/Ghost.Generator/AssetHandlerRegistrationGenerator.cs
Major edits:
- Editor asset handler classes and services (Asset*, Texture*, Registry)
- Runtime Handle.cs and project files
- Render graph executor and tests updated accordingly
This commit introduces the foundation for the modern asset pipeline
including generated registration of asset handlers and a centralized
runtime AssetManager that will drive asset lifecycle.
Refactored shader compilation and resource management systems:
- Introduced `DXCShaderCompiler` for HLSL compilation and reflection.
- Added `BuildFinalShaderCode` method for robust shader code generation.
- Replaced raw strings with `ShaderEntryPoint` struct for shader paths.
- Updated `RenderContext` and `RenderGraphContext` for new pipeline methods.
- Added thread-safe resource management methods in `ResourceManager`.
- Introduced `DXCShaderReflectionData` for shader reflection handling.
- Removed redundant code and simplified `ShaderPropertiesRegistry`.
BREAKING CHANGE: Updated shader and resource APIs to use new structures and methods.
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.
- 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.