Queue ImageData load through IAsyncWorkExecutor so newTextureFromFile returns a stub immediately; GPU upload still uses the existing immediate path on first use. Skip a second ImGui atlas rebuild on ui.setScale so CJK glyphs are not duplicated during galgame startup.
Co-authored-by: Cursor <cursoragent@cursor.com>
- EVENGINE_ENABLE_STRICT_WARNINGS option: MSVC /W4 /WX, GCC/Clang
-Wall -Wextra -Werror, with documented noise suppressions and
-isystem/-external:I for third-party headers; enabled on the
Windows/Linux debug CI jobs.
- Fix warnings across engine, modules and tests exposed by the gate,
including real bugs (incomplete-type deletes, Timespan microsecond
overflow, overload hiding, enum switch gaps, dead code).
- Add Linux ASan+UBSan job, example smoke step, python-tools test
job, ruff config (scripts+tools), weekly Linux coverage job and a
CodeQL workflow.
* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules
* refactor(modules): clear remaining back-edges and split the largest TUs
Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES
is now empty; --check passes with 0 violations, 0 cycles):
- window -> graphics: window queries the new IWindowSurfaceHost capability
(common/WindowSurfaceHost.h) instead of holding a Graphics pointer;
Window::setGraphics was removed and all call sites updated.
- window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*,
w, h); the window no longer decodes ImageData.
- scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved
to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge);
scene now depends only on spatial.
TU splits (pure moves, verified identical method sets and brace balance):
- vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline,
Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h.
- scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization)
+ SceneNodes.cpp + shared SceneInternal.h.
Verified with a real build (MSVC 19.51, prebuilt third-party): full build green;
window.* and Scene.* suites pass, including scene picking/culling and GPU cases.
* refactor(graphics): narrow Graphics interfaces and clear public-header leaks
Step 4 — interface segregation:
- New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX
(pure virtuals, forward-declared types only; graphics/Color.h extracted from
Canvas.h so modules that only need the color type stop pulling Canvas.h).
- Graphics now implements all four facets; consumers can depend on the narrow
interface they use instead of the 129-method god class.
- Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d
(ModelRenderer::buildRenderable(s) -> IResourceFactory&).
- Graphics.h slims from 24 sub-header includes to a handful of small type
headers + forward declarations; the destructor moved out-of-line so
unique_ptr effect members are destroyed where types are complete.
Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7):
- map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h,
animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h,
model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h +
Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/
PbrMaterial -> forward declarations, includes moved to .cpp.
- voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line
destructor), removing the procgen header dependency.
- gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h.
- Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig,
MapObject, BlendMode, Color), an internal backend header
(GraphicsInternal.h -> filesystem), and lean interface references.
Verified with a full clean build (MSVC) and tests: window/Scene/voxel/
RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite
only shows the pre-existing PHYSFS-init filesystem-environment failures.
* feat(resources): revive ResourceManager as unified IAssetReloader-backed cache
* fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes
Cached CPU resources may own third-party handles (FreeType faces, Assimp
scenes, image decode handlers) whose libraries are torn down at process
exit in an unspecified TU order; destroying cached entries from the
singleton destructor can segfault at exit (seen on CI Windows in
model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim;
explicit unload()/clear() still release entries during the run.
* refactor(devtools): consume business modules through capability interfaces
DevTools / cmdline no longer include business-module headers, so trimming
scene / physics / procgen / particles / audio / ui / graphics no longer
requires disabling devtools, and devtools can be switched off with
-DEVENGINE_MODULE_DEVTOOLS=OFF.
New capability interfaces in common/:
- ISceneQuery (scene) - host/node inspection + mutation + transform sync
- IRenderCapture (graphics) - render status, PNG capture, camera control,
visible-entity snapshot, entity-ID mask, G-buffer PNGs
- IPhysicsQuery (physics) - 2D world lifecycle + ray casts
- IProcgenQuery (procgen) - recipe listing, map/mesh generation
- IParticlesQuery (particles) - emitter status + one-shot emit
- IAudioQuery (audio) - volume / stop-all
- IEditorHost (ui) - declarative editor host (used by cmdline too)
Providers register in their module constructors. DevTools rewires McpServer
(render/scene/procgen/physics/particles/audio/host tools), SceneInspect
(now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses
IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost.
manifest: devtools DEPS graphics scene physics procgen particles audio ui
image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem.
Verified: full build green; devtools.mcp.* tests pass; broad suite shows
only the pre-existing PHYSFS-init filesystem-environment failures.
* style: apply clang-format to changed lines after dev merge
* fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming
* fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables
* fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
Re-add test/hair.cpp and test/runtime.cpp (fixing the missing zeroerr include and enum comparisons), add graphics.resourceLifetime tests for the new release APIs, a test-source manifest check, module declared-layer check with unit tests, and a raw-string-literal regression test.
Adds EVENGINE_ANDROID_TEST_APP build mode: the unit_test sources are
compiled into libmain.so (SDL entry) and packaged by the existing Gradle
APK along with the test assets, so the full zeroerr suite can run on a
device via adb logcat.
- test/main.cpp: Android runner with LogcatBuf (cout/cerr -> logcat),
chdir to <files>/evengine_test, SDL_Init; keeps SDL_main symbol unmangled.
- test/PathBesideSource.h: shared pathBesideThisSource helper that maps
__FILE__ to the on-device unpacked tree on Android.
- EVTestActivity: unpacks assets/test + assets/examples to internal
storage and passes an optional --testcase filter from an intent extra.
- test/CMakeLists.txt: builds `main` instead of unit_test on Android,
excludes desktop-only devtools tests, links Android system libs.
- Makefile: build/android-debug-test, sync/android-test-assets,
run/android-test-debug, log/android-test targets.
- Gradle wrapper bumped to 8.5 for Java 21 compatibility.
* test(graphics): enable mipmaps and anisotropy in classic scene loads
ClassicScenes Assimp albedo, RenderImageAudit studio checkers/rock maps,
and RenderSystem3D motif/checker textures now use TextureCreateInfo::withMipmaps
so flythroughs exercise trilinear + anisotropic filtering while engine defaults stay off.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(test): avoid REQUIRE on MipmapMode enum in ClassicScenes
zeroerr tries to stream enum values in assertion diagnostics and has no
operator<< for MipmapMode, which broke Linux/macOS/Windows CI builds.
Compare via static_cast<int> like TextureSampler.cpp.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(test): use .get() in unique_ptr REQUIRE checks
zeroerr assertion diagnostics copy compared values; REQUIRE(unique_ptr)
fails to compile because unique_ptr is non-copyable.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
- Updated ThreadPool destructor to handle exceptions during stop() gracefully, ensuring no unhandled exceptions disrupt the program.
- Improved stop() method to detach threads that are currently executing, preventing potential deadlocks when stopping the thread pool.
- Adjusted worker thread joining logic to ensure proper cleanup and resource management.
Additionally, modified occupancy threshold in RenderImageAudit to improve detection of incomplete frames, ensuring better handling of sparse frames.
Shadow ortho now uses the same Vulkan Y-flip as the camera, with nearest depth sampling so manual PCF does not invent false umbra. Tonemap only compresses HDR peaks, and scene sun intensity is no longer overwritten per config.
Co-authored-by: Cursor <cursoragent@cursor.com>
Record shadow and G-buffer into the in-flight swapchain command buffer, add Graphics::setVSync for IMMEDIATE present, and measure ClassicScenes FPS with image-audit snapshots.
Co-authored-by: Cursor <cursoragent@cursor.com>