Commit Graph

70 Commits

Author SHA1 Message Date
e2bc68d359 Refactor UI panels, shader logic, and project settings
Refactored Hierarchy and Inspector panels into separate controls with improved styling and modularity. Cached EngineCore in EditorShaderCompilerBridge and updated shader cache logic for correctness. Renamed static field in PropertyField for consistency. Enhanced test coverage and fixed IDisposable implementation. Added XAML debugging properties for Debug_Editor and cleaned up obsolete scripts.
2026-05-09 15:20:22 +09:00
1cc65e8218 refactor(shader): rewrite editor shader compilation bridge with keyword resolution
- Add AssetCatalog.EnumerateByTypes for filtered SQL queries
- Thread LocalKeywordSet through IShaderCompilationBridge API so the
  bridge can resolve keyword bitmask to string defines at compile time
- Eager/lazy popluation of shader-id-to-asset-id map eliminating
  full catalog scan per compilation miss
- Build keyword mapping from PassDescriptor groups to reconstruct
  localIndex -> keywordName in the bridge
- Use CompileShaderPass extension for multi-stage AS/MS/PS compilation
  with correct ShaderModel from descriptor
- Remove double-load of shader asset in compilation flow
- Update test mock to match new interface signature
2026-05-08 19:36:24 +09:00
d0076c852f Add editor shader compilation bridge & pipeline cache mgmt
Introduced EditorShaderCompilerBridge and IShaderCompilationBridge for async shader variant compilation and cache invalidation in the editor. Refactored ShaderLibrary to support the bridge, updating hash/caching logic and triggering compilation on cache misses. Changed pipeline library to use ulong content hashes and added stale pipeline eviction. Updated EngineCore and render code to integrate the new system. Added unit tests for ShaderLibrary cache and bridge behavior. Minor improvements to shader property code generation and test generator.
2026-05-08 17:06:37 +09:00
80e820a858 Add Editor configs, refactor test core, DXC test
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.
2026-05-08 13:59:36 +09:00
b42398bbce Refactor asset handler system and catalog for safety
- 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.
2026-05-08 11:50:06 +09:00
744b058e6a Refactor mesh asset handling and memory allocation
- Unified FBX/OBJ logic into MeshAssetHandler and moved mesh node classes to MeshNode.cs
- Updated IAssetHandler to use CreateDefaultSettings(string ext)
- Made MeshAsset the abstract base, removed FBXAsset
- Switched mesh import/processing to use memory pools and explicit AllocationHandle
- Standardized manifest serialization options
- Improved error handling and normalized project paths
- Updated tests, project files, and AssetReference struct
2026-05-05 21:12:15 +09:00
5de480e231 Refactor asset import API and mesh streaming pipeline
- Standardize IImportableAssetHandler.ImportAsync to return sub-asset results
- Remove ISubAssetImportableAssetHandler, merge into main interface
- Update FBX/Texture handlers for new import contract
- Add StreamUtility for efficient (async) binary writes
- Refactor meshlet/LOD building to use ref structs and safe memory
- Use new streaming utilities in mesh import/export and tests
- AssetCatalog.Remove now recursively deletes sub-assets
- Improve asset registry file watcher for better change detection
- Log unhandled exceptions in App instead of breaking
- Add interpolated collection support to NativeMemoryManager
- Update project references and fix minor bugs
2026-05-05 17:19:24 +09:00
8d3e1c91d7 Add sub-asset import and mesh asset support
- 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
2026-05-04 21:25:03 +09:00
d2bf2f12a2 Refactor asset streaming, error handling, and unit tests
- Add new compile-time constants and update package versions
- Refactor AssetEntry upload logic to return Result and propagate errors
- Enhance error handling in ResourceStreamingProcessor uploads
- Make ResourceStreamingContext a readonly struct
- Implement IDisposable and finalizers for resource cleanup
- Overhaul AssetManagerTest with async tests and improved mocks
- Add mock implementations for graphics interfaces for testing
- Refactor MockingCommandBuffer and MockingResourceDatabase for better simulation
- Update internals visibility for unit testing
2026-05-03 17:05:52 +09:00
e7fedfd35a Update asset system for deferred allocation & add unit tests
Modernize Misaki.HighPerformance dependencies. Refactor texture asset creation to use deferred resource slots via CreateEmpty(). Remove fallback resource fields and update texture resolution logic. Add CreateEmpty() to resource database interfaces. Introduce comprehensive unit tests with mocks for asset management. Enable unsafe code in tests.
2026-05-02 22:54:58 +09:00
0eaf7cd51d Refactor material palette system with GPU indirection
Major overhaul of material palette management:
- Added two-buffer indirection (PaletteOffsetBuffer, MaterialIndexBuffer) for GPU material lookup, with incremental upload and resizing.
- MaterialPaletteStore now tracks dirty ranges, supports deferred slot reclamation, and exposes CPU-side arrays for upload.
- ResourceManager manages persistent GPU buffers and uploads only dirty subranges per frame.
- Updated HLSL and C# structs to use palette indices.
- Refactored systems/components to use new palette index and release logic.
- Added RenderContext.UploadBufferRange for partial uploads.
Minor: Fixed StbIApi interop signatures, updated test namespaces, and performed code cleanups.
2026-04-28 18:22:09 +09:00
1a91811621 Refactor asset pipeline to use file paths, improve import
- 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.
2026-04-25 18:23:21 +09:00
4757c0c91a Replace Magick.NET with stb_image; refactor asset pipeline
- Switched image loading/saving from Magick.NET to native stb_image (Ghost.StbI), removing Magick.NET dependency.
- Added Ghost.StbI project with native DLL, P/Invoke bindings, and wrapper.
- Refactored TextureAssetHandler and TextureProcessor for stb_image, memory-mapped IO, and HDR/16-bit support.
- Split IAssetHandler into IImportableAssetHandler and IPackableAssetHandler; updated interfaces to use FileStream.
- Added shader and mesh asset handlers (GraphicsShaderAssetHandler, ComputeShaderAssetHandler, FBXAssetHandler).
- Improved asset registry/catalog path handling and naming consistency.
- Updated asset import pipeline to use new interfaces and trigger engine reimport.
- Enhanced UI toolbar button styles and EditPage layout.
- Added StbIBindingTest, DisableRuntimeMarshalling, and native wrapper attributes.
- Updated wrapper generator for regex derivesFrom; added stbi.json config.
- Removed Magick.NET reference; added Ghost.StbI and Ghost.Ufbx references.
- Miscellaneous bugfixes and code cleanup.
2026-04-24 00:40:27 +09:00
3533d3367f feat: Implement LogViewer control and integrate into EditPage
- Added LogViewer control to display log messages with filtering options.
- Integrated LogViewer into EditPage for better log management.
- Updated EngineEditorWindow to navigate to EditPage.
- Enhanced Logger implementation for improved performance and stack trace capturing.
- Introduced PathUtility for path normalization.
- Refactored AssetManager to correct shader asset type naming.
- Removed obsolete AssetHandlerRegistryTests and cleaned up related tests.
- Updated ImportCoordinatorTests for streamlined asset import process.
2026-04-22 20:25:14 +09:00
884611181a Refactor instance update flow, asset registry, and texture IO
- Renamed AddInstanceRequest to UpdateInstanceRequest; unified add/update logic for GPU instances
- Introduced UpdateGPUInstanceSystem to handle changed MeshInstance components
- Replaced QueryBuilder.Create() with QueryBuilder.New() for consistency
- Switched versioning in ChunkView HasChanged/HasStructuralChanged to uint
- Added extension-to-AssetType mapping in AssetHandlerRegistry
- Changed TextureAssetHandler/Processor to use nint for image data
- Enhanced DDS cache: read mipmap count, handle invalid files
- Updated ProjectBrowserViewModel to use IAssetRegistry
- Upgraded Misaki.HighPerformance and System.IO.Hashing packages
- Set DependencyChainCapacity in JobSchedulerDesc
- Fixed instance buffer logic in GhostRenderPipeline
- Miscellaneous cleanups and namespace improvements
2026-04-22 15:36:49 +09:00
c249a389e3 Refactor AssetHandlerRegistry, modernize editor window UI
Refactored AssetHandlerRegistry to a static class and updated all usages. Replaced the docking-based EngineEditorWindow with a new grid/panel layout, adding modern toolbar, menu bar, and status bar. Introduced new divider styles and improved UI details. Removed obsolete and unused files, updated project references, and made minor code and UI/UX improvements.
2026-04-20 16:54:49 +09:00
abd5ad74d5 Refactor asset pipeline: new registry, loader, and runtime
Major overhaul of asset system:
- Split assets into source, .gmeta (JSON), and cooked .imported binaries
- Replaced Asset base class; added TextureAsset, TextureLoader
- AssetManager now uses job-based, dependency-aware loading
- Unified IAssetHandler API; removed legacy handler interfaces
- Updated D3D12 allocator and graphics code for new resource model
- Improved error handling, memory management, and GPU upload logic
- Updated docs and removed obsolete code/interfaces
2026-04-18 01:46:37 +09:00
13bf1501e4 feat(asset): asset manager + registration generator
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.
2026-04-15 22:21:00 +09:00
6615fe794e feat(asset): modern asset system with SQLite catalog
Refactored asset management to use a persistent, thread-safe SQLite-backed AssetCatalog, replacing in-memory dictionaries.
Added AssetHandlerRegistry for O(1) handler lookup, ImportCoordinator for async background importing, and robust AssetMeta/AssetMetaIO for JSON-based metadata and settings.
Refactored AssetRegistry to integrate these components and support auto-import via file system watcher.
Updated IImportableAssetHandler for handler-specific settings and polymorphic serialization.
Added comprehensive unit tests for all new systems.
Removed obsolete code and legacy integration tests.

BREAKING CHANGE: Asset system APIs and storage format have changed; migration required for existing projects.
2026-04-14 20:18:38 +09:00
817b32b8d9 feat(graphics): refactor pipeline keying and allocators
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.
2026-04-13 23:07:52 +09:00
c66fda5332 feat(shader): refactor and enhance shader pipeline
Refactored the shader compilation pipeline to introduce modularity, improve performance, and enhance maintainability. Key changes include:

- Added `ShaderCompilationConfig`, `CompilerOptimizeLevel`, and `ShaderStage` enums.
- Replaced `SM` property with `ShaderModel` in shader models.
- Introduced `ShaderLibrary` for in-memory and disk-based shader caching.
- Refactored `DSLShaderCompiler` and `AntlrShaderCompiler` for better hashing and error handling.
- Centralized shader compilation logic in `ShaderCompilerUtility`.
- Removed legacy shader compilation logic from `IShaderCompiler`.
- Updated `RenderGraph`, `ResourceManager`, and `Material` to integrate with the new caching system.
- Improved memory management with `NativeMemoryManager<T>`.

BREAKING CHANGE: Removed legacy shader compilation methods and replaced them with a new caching and compilation system.
2026-04-11 23:10:39 +09:00
f9a6e9cbbe feat(shader): refactor and enhance shader compilation
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.
2026-04-11 00:45:46 +09:00
4ed5572ce7 feat(shader): add compute shader support and refactor pipeline
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.
2026-04-10 02:53:40 +09:00
68fda03aa9 feat(render): refactor pipeline & shader system for DX12 WG
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.
2026-04-08 23:08:02 +09:00
0fc449bc78 feat(ufbx): switch to native ufbx_vec/quat/matrix types
Replaces all Misaki.HighPerformance.Mathematics vector, quaternion, and matrix types in Ghost.Ufbx bindings with new native ufbx_vec2, ufbx_vec3, ufbx_vec4, ufbx_quat, and ufbx_matrix structs. Updates all interop code, struct fields, and API signatures accordingly. Adds struct definitions for the new types and provides matrix operations as struct methods. Removes unnecessary math package reference. Also includes minor fixes to system attributes, meshlet LOD logic, and mesh utility.

BREAKING CHANGE: All Ufbx-related APIs now use ufbx_* types instead of Misaki.HighPerformance.Mathematics types. Existing code using the old types will require updates.
2026-04-07 23:50:55 +09:00
a5c10cfe5a feat(render): support per-frame render payloads
Refactored the render pipeline system to introduce per-frame IRenderPayload management.
IRenderPipelineSettings now requires CreatePipeline and CreatePayload methods.
Updated RenderSystem and test pipeline to use the new payload model.
Removed legacy GhostRenderPipeline and test code.
Added RenderPipelineSystemAttribute for pipeline system registration.
Includes minor fixes such as version field type corrections and typo fixes.

BREAKING CHANGE: Render pipeline and payload creation APIs have changed; implementers must update to the new interface methods.
2026-04-07 17:12:01 +09:00
6c96d4cf50 feat(core,rendering)!: add cleanup component support, refactor render pipeline
Introduce ICleanupComponent and cleanup archetype logic in ECS. Refactor component versioning to uint. Update IResourceDatabase to use map/unmap pattern. Decouple per-frame render requests from RenderSystem via IRenderPayload. Update render pipeline and extraction system to new API.

BREAKING CHANGE: Entity destruction and render pipeline APIs have changed. IResourceDatabase.MapResource signature is updated; all callers must use map/memcpy/unmap. RenderSystem no longer manages per-frame render requests directly.
2026-04-06 22:05:48 +09:00
c6bdbe0710 feat(d3d12): add indirect command execution support
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.
2026-04-05 23:11:08 +09:00
effd33b285 feat(rendergraph): async queue, pool refactor, barrier cleanup
Refactor resource pool to use UnsafeQueue/UnsafeList for transient resources, improving memory management and performance.
Add async GPU wait support to ICommandQueue and D3D12.
Refactor render graph barrier system, streamline CompiledBarrier, and remove ResourceBarrier.
RenderGraphCompiler now returns Result<float2, Error> for dynamic resolution scaling.
Replace custom memory pools with Allocator.FreeList for temp allocations.
Add ResourceUploadBatch for async/sync resource uploads.
Fix D3D12 disposal and fence tracking bugs.
Update NuGet dependencies.
Numerous minor cleanups and code improvements.
2026-04-05 17:54:23 +09:00
92970f85ef feat(render): improve frame sync and CPU write tracking
Refactored frame submission and synchronization logic for more accurate GPU/CPU coordination. Introduced CpuWriteOpen property to enforce correct CPU frame access patterns. Updated ResourceManager to track _submittedFrame and improved event waiting logic. Added debug assertions and enhanced logging for frame start events. Documented known command submission issue in GraphicsTestWindow.
2026-04-03 22:17:54 +09:00
ba9e24c46c feat(rhi): refactor resource & barrier management for D3D12
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.
2026-04-03 17:03:41 +09:00
6321b36ef5 feat(resource): refactor heap management & suballocation
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.
2026-04-03 01:48:49 +09:00
d03eb659fa feat(meshlet): refactor meshlet pipeline & add benchmark
Refactor meshlet build pipeline for robustness and performance.
Rename DxcShaderCompiler to DXCShaderCompiler. Enhance meshlet
data structures with bounds and LOD info. Add fallback mesh
simplification. Remove obsolete MeshRenderPass. Add
MeshoptBenchmark for meshlet build performance. Update mesh
import utilities for correct handedness. Minor bug fixes and
code cleanups.
2026-04-02 17:50:44 +09:00
e32a24739d feat(rhi): add NoAccess ops, axis conversion, meshlet color
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.
2026-04-01 19:57:27 +09:00
a00cb27529 feat(wrapper): span-based interop, resource API refactor
Refactored native wrappers to use ReadOnlySpan<T> for pointer parameters, improving .NET safety and interop. Enhanced wrapper generator with $TYPE and prefix/suffix-based parameter remapping. Added platform-specific native library loading for meshoptimizer, nvtt, and ufbx. Updated D3D12GraphicsEngineFactory for native DLL resolution and removed redundant logic from UnitTestApp. Changed RenderGraphBuilder's resource extraction API to use QueryTextureExtraction/QueryBufferExtraction with explicit handles and flags. Removed IRenderer and D3D12Renderer, moving RenderContext to RenderPipeline. Improved mesh loading, resource management, and updated test shader conventions. Updated project references, build settings, and added launchSettings.json for tooling.

BREAKING CHANGE: Native wrapper APIs now use ReadOnlySpan<T> instead of pointers. RenderGraphBuilder resource extraction API has changed. IRenderer and D3D12Renderer have been removed.
2026-04-01 14:50:20 +09:00
0b6e5b8501 feat(mesh): update Vertex layout, add mesh loader
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.
2026-04-01 00:06:31 +09:00
89e6c68f2a feat(rhi)!: refactor resource handles to GPUTexture/GPUBuffer
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.
2026-03-30 21:27:16 +09:00
60ef684d80 Fixed package version issue. 2026-03-29 01:24:21 +09:00
bd13e7faa0 Merge branch 'develop' into feature/docking-layout
# Conflicts:
#	src/Editor/Ghost.Editor/ActivationHandler.cs
#	src/Editor/Ghost.Editor/App.xaml
#	src/Editor/Ghost.Editor/View/Windows/EngineEditorWindow.xaml
2026-03-29 01:20:01 +09:00
17588439fa Clean up code 2026-03-28 20:47:00 +09:00
5efd0c8aee fix(dock): extract mutation engine to core and improve test coverage 2026-03-28 15:03:08 +09:00
b3d753fd08 fix(dock): fix InsertChild move semantics and improve test quality 2026-03-28 14:57:52 +09:00
e69e071ce2 fix(dock): refactor mutation logic and fix AddChild regression 2026-03-28 14:54:40 +09:00
231756006e test(dock): add model-level mutation and cleanup tests 2026-03-28 14:50:35 +09:00
98405cb8ec fix(dock): ensure drop safety and consistent reordering semantics 2026-03-28 14:50:11 +09:00
4aeaecfe81 fix(dock): improve drop mutation safety and tree cleanup 2026-03-28 14:46:58 +09:00
c2cfd18273 fix(dock): address reviewer feedback on drag state and boundary tests 2026-03-28 14:30:28 +09:00
7d759c8797 fix(dock): move dock math to core to fix test suite breakage 2026-03-28 14:25:32 +09:00
a2c2198715 fix(dock): address reviewer feedback on drag-and-drop highlighting 2026-03-28 14:24:30 +09:00
ad928feea2 fix(test): remove DockLayoutTest.cs 2026-03-28 13:18:53 +09:00