Hilo3d API - v2.0.0-alpha.3
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    Unreleased

    • Replace the mutable Material monolith with immutable MaterialDefinition plus MaterialInstance. Remove legacy topology mutation, WebGL-style blend/side fields, material-owned render order and shadow participation, material display transforms, shared UV matrices, shadow proxy materials, onBeforeCompile, and shaderCacheId. Move object ordering and shadow flags to Mesh; require construction-time topology, explicit coverage/compositing, typed MaterialAttributeSemantic/MaterialUniformSemantic/MaterialTextureSemantic bindings, and explicit pass pipeline state. This is a direct migration with no compatibility adapter.
    • Split per-texture-slot std140 metadata out of MaterialBlock into the fixed MaterialTextureBlock. The material scalar block is now 432 bytes, the texture-slot block is 1,920 bytes, WebGPU material textures begin at binding 2, and custom uniform block registrations begin after ten built-in WebGL2 binding points.
    • Expand the fixed Camera/Model/Skinning/Morph/Instance std140 ABI with current/previous transforms, render origins, and history/depth flags. Custom shaders that redeclare built-in blocks must use the updated field order and capacities.
    • Make forward feature color encoding explicit. replaceColor() now requires linear or srgb, and the default Forward pipeline always routes surface presentation through the Render Graph so the final output transfer is owned by the output stage rather than individual materials.
    • Replace the Forward-specific color-encoding type with the shared RenderColorEncoding. Manual RenderTarget presentation now accepts an explicit colorEncoding; linear inputs receive the final sRGB transfer, while display-transformed srgb inputs are preserved without a second conversion.
    • Add canonical built-in material definitions, stable material IDs and revisions, explicit forward/depth-only/shadow-caster/picking roles, role-aware shader variants, per-slot texture/UV transform/encoding/channel data, and deterministic coverage/transmission/compositing ownership. Shadow rendering now requests the original material's shadow role, glTF constructs layered PBR topology and all texture transforms before instantiation, and display conversion remains solely in post-processing/output.

    • Keep default Forward lighting, clear colors, transparent blending, and intermediate effects in linear space, then apply one exact linear-to-sRGB transfer at the browser surface. Multi-camera load/blend stays in a renderer-owned linear composition target, while already transformed Color Uber output is presented without a second conversion. Single-camera MSAA resolves into the persistent single-sample composition target; multi-camera stacks use one single-sample color/depth/stencil composition contract so later cameras can load prior contents exactly.

    • Keep ShaderMaterial scene output linear and make custom pipeline presentation encoding explicit. ShaderToy now relies on the shared Forward output transfer, while the compute particle field and crystal path tracer declare their display-referred output so their authored grading is not transferred twice.

    • Advance the RHI benchmark manifest to schema 4 and model fixed surface-output draws separately from primary scene and post-process draws; immutable snapshots from earlier schemas remain historical evidence and are not rewritten.

    • Route opaque-composited transmission surfaces through the after-opaque forward queue so their scene-color dependency is satisfied without conflating transmission with alpha blending. Apply texture-slot encoding consistently to 2D, cube, and environment samples, including explicit sRGB decoding for the LDR studio IBL. WebGPU shader lowering now retains the managed material sampler for single-UV shaders instead of bypassing texture transforms, decoding, and channel remapping, restoring WebGL2/WebGPU material parity.

    • Add the high-end rendering profile, per-camera standard/reversed depth modes, finite/infinite reversed-Z projection, depth-convention-aware surfaces, render targets, shadows, storage graphics, and GPU picking. Add optional camera-relative GPU transforms while preserving CPU world identity, plus submission-transactional current/previous camera, mesh, instance, skinning, and morph state. Node.invalidateTransformHistory() resets discontinuous motion deterministically.

    • Add the WebGPU-only ClusteredForwardPlusPipelineFactory high-end opaque-scene slice. Registered ordinary Mesh buckets now use stable dirty GPU Scene records, six-level previous-frame Hi-Z occlusion, projected-size LOD compaction, fixed indexed-indirect draws, depth-driven logarithmic 3D clusters, a bounded count/prefix/write light allocator, storage GGX PBR, HDR Bloom, ACES display, and on-demand visibility/overflow diagnostics. Add real WebGPU renderer coverage for the compute/dispatch/indirect-draw path. Make Hi-Z conservative for both standard and reversed depth, use the committed previous view/projection/depth convention for temporal occlusion, preserve the depth prepass during color shading, and use inverse-transpose object normal matrices. Registered buckets now migrate at runtime between the GPU path and a shared Forward compatibility path for material/geometry replacement, alpha, transparency, skinning, morphing, unregistered meshes, and object-capacity overflow; the fallback preserves normal opaque/transparent sorting, shadows, and transmission scene-color input without double-drawing GPU-managed meshes. Device limit requirements cover every configured geometry/cluster buffer and dispatch dimension. Add a real WebGPU 100k-static + 10k-dynamic + 256-light scale/recovery acceptance fixture and deterministic cluster-overflow coverage. Share metallic/roughness surface evaluation and the BRDF between ordinary Forward and clustered storage shaders so Forward+ replaces only light-list iteration. Add native GPU Scene base-color, metallic, roughness, combined metallic-roughness, occlusion, emission, and normal maps with UV0/UV1, UV matrices, tangent streams, sampler mutation, runtime texture replacement, and device-recovery coverage; incompatible alpha/layered/deformed inputs continue to use the Forward fallback.

    • Let scriptable pipeline factories create persistent renderer-owned storage buffers, stage dirty writes before graph import, and commit or discard CPU temporal state at the actual submission boundary through frameSubmitted() and frameDiscarded(). Pipeline-owned buffers retain normal device-loss recipes and submission-aware destruction. Frame completion still runs when a post-submission pipeline callback throws, so presentation, events, diagnostics, and temporal cleanup are not skipped after GPU work has already been submitted.

    • Let scriptable render graphs import engine-managed Texture objects as sampled persistent resources while preserving renderer upload/recovery/submission ownership. Expose the public per-stage sampler limit alongside the existing sampled-texture limit.

    • Add modern WebGPU capability discovery for subgroups, adapter subgroup-size limits, shader-f16, and timestamp-query; expose renderer feature queries for explicit f32/workgroup fallback selection. Direct WGSL f16 now preserves the exact native artifact while completing Naga validation through an equivalent f32 specialization. Compute buffer minBindingSize is derived from WGSL store types, including the required one-element runtime-array minimum.

    • Add submission-aware timestamp QuerySets, pass timestamp writes, explicit resolves, and validated debug groups/markers to the portable RHI. Opt-in renderer diagnostics now publish Render Graph record/compile/prepare/execute CPU timing, per-pass asynchronous GPU timing, and compiled resource lifetime intervals through a non-blocking three-slot readback ring; the default diagnostics-off path creates no query resources.

    • Add explicit Render Graph texture views for mip, array-layer, dimension, compatible-format, and depth/stencil-aspect access across sampled, storage, attachment, and copy paths. Add renderer-owned double/triple-buffer history textures whose recipes survive device recovery, whose contents invalidate on descriptor or device-generation changes, and whose current/history rotation commits only after a successful submitted writer frame. History recipes initially accept one single-sample 2D color mip/layer so slot validity always means complete initialization.

    • Add camera-relative cascaded shadows for directional lights on the shared WebGL 2/WebGPU shadow atlas path. DirectionalLight.shadow now supports one to four cascades, practical split weighting, a maximum shadow distance, cross-cascade blending, and texel stabilization while preserving the existing single-shadow default. Filtered directional shadow contrast is art-directable through shadowStrength. Add an interactive pastel sunset geometry-garden example with live cascade count, stabilization, orbit controls, split, blend, strength, distance, and 4× MSAA.

    • Promote OrbitControls from an example helper to the public src/controls API, add constrained setView() support for scripted tours, and make maintained examples reuse the engine control instead of carrying local camera gesture implementations.

    2.0.0-alpha.2 (2026-07-26)

    • Expand the fixed MaterialBlock std140 ABI for layered PBR material data and reserve WebGPU group 3 bindings 0/1 for the pass-global opaque scene texture. Portable custom uniform blocks retain registration order and now start at WebGPU group 3 binding 2.
    • Replace the legacy PBR lighting core with correlated Smith-GGX, Burley diffuse, anisotropic GGX, energy-compensated/specular-occluded IBL, layered clearcoat, and physically smooth punctual-light attenuation. Add glTF parsing and material shader support for KHR_materials_anisotropy, KHR_materials_clearcoat, KHR_materials_transmission, KHR_materials_volume, and KHR_materials_ior, plus spectrally integrated thin-film KHR_materials_iridescence.
    • Add forward opaque scene-color capture and pass-global transparent-material sampling through the Render Graph/RHI path. Add a linear-HDR PostProcessRenderPipelineFactory, engine-owned soft-knee/13-tap/tent-pyramid Bloom, and a one-pass ColorUber display transform with LMS white balance, grading, PBR Neutral/ACES/Reinhard tone mapping, vignette, exact sRGB output, and display-space dithering.
    • Replace the Bloom example's application-owned RenderTarget/Gaussian/composite implementation with the built-in HDR Bloom and Color Uber pipeline.
    • Add a layered PBR studio with live anisotropy, clearcoat, transmission, and volume comparisons, plus a switchable Khronos glTF material gallery using the attributed Anisotropy Barn Lamp, Clearcoat Wicker, Dragon Attenuation, and animated Iridescent Dish with Olives sample assets.
    • Replace the overlapping legacy PBR sphere stack with a controlled 30-sample Material Lab, switchable steel/copper/gold/ceramic families, explicit metallic/roughness axes, studio lighting, and the engine HDR post-processing pipeline.
    • Remove the twelve low-resolution baked/cloud cube-map images from the examples. Shared PBR and glTF pages now use a seam-coherent procedural studio environment with neutral fill, warm/cool softboxes, generated mipmaps, and runtime PNG face URLs for the CubeTextureLoader/image-release examples.
    • Add measured-width Text2D wrapping for mixed CJK/Latin content, max-line clipping and ellipsis, baseline, paragraph spacing, and letter spacing. Add in-place Sprite source replacement, material-only Sprite initialization, atlas-batched SlicedSprite, four-state UiButton, and ImageGen-authored responsive text/nine-slice examples for WebGL 2 and WebGPU.
    • Add Node-level sortingLayer and zIndex for Sprite/Text2D display order, retain stable scene-tree order for ties, make pointer picking select the same topmost 2D node, and restrict transparent instancing to adjacent compatible items so batching cannot reorder interleaved textures. Document the independent top-left Camera2D and centered Sprite-anchor contracts, and add an ImageGen-authored pixel-town example with A* walking, click-to-route interaction, and foot-Y ordering across both backends.
    • Lower the supported development and package runtime floor to Node.js 20.19.0, the shared minimum accepted by Vite 8 and ESLint 10, and pin npm 10.9.4 so the declared package manager also runs on Node 20.
    • Keep float scene-color variants linear by suppressing material-local gamma encoding and legacy per-material tone mapping until the final display transform. Preserve HDR Bloom energy with normalized Karis weights, remove the non-physical far-distance light floor, and use refracted volume path length for Beer-Lambert attenuation.
    • Rebalance the Khronos layered-material gallery around neutral photographic key/fill lighting, readable opaque transmission backdrops, restrained warm highlights, and a 90-degree orbit pitch so dark metals and iridescent glass remain legible without clipping the top view.
    • Define one portable coordinate contract for fullscreen render targets, native fragment coordinates, top-left managed 2D textures, cube-map face rows, BRDF/LTC lookup tables, compute storage rows, pointer input, and readback. Apply it to Bloom, Color Uber, graph present, transmission, ShaderToy, Life Game, the compute particle field, the compute path tracer, and built-in material/environment sampling so WebGL 2 and WebGPU retain the same Y orientation.
    • Keep shared Shadow Atlas rectangles in positive top-left coordinates and convert light-space UVs through the portable render-target helper. WebGL 2 no longer samples a vertically mirrored depth atlas that made moving shadows appear to rotate opposite their casters.
    • Correct SpriteFrame's top-left atlas-row offset for flipY textures on both backends. Full textures were unaffected, but subframes previously selected the vertically opposite source row, swapping nine-slice top/bottom pieces and requiring reversed character-direction maps. Use a strictly nine-slice-safe postal UI atlas with uniform stretchable edges and deterministically mirrored corners/edge lighting.
    • Expand the game-building skill's coordinate contract: Sprite positions target their anchor in the parent local coordinate system, and the default center anchor does not become top-left merely because Camera2D uses a top-left screen origin.

    2.0.0-alpha.1 (2026-07-25)

    • Replace the public abstract/concrete renderer split with one public Renderer. Create every backend through await Renderer.create(...); direct new Renderer() and new Stage() construction are unavailable so initialization always has one explicit asynchronous boundary.
    • Remove the public WebGLRenderer, WebGPURenderer, WebGLRenderTarget, and WebGPURenderTarget classes and their backend-specific parameter and lifecycle types. The sole offscreen surface remains the backend-neutral RenderTarget returned by Renderer.
    • Replace the backend-class support probe with Renderer.isBackendSupported('webgpu', options). Explicit backend requests remain fail-closed; auto still probes WebGPU without requesting a device or allocating GPU resources.
    • Move the render frontend to src/render and the RHI to src/render/rhi/{webgl2,webgpu}. Remove the legacy src/renderer and src/rhi source trees and do not provide compatibility re-export paths.
    • Add a portable build-hilo3d-games Agent Skill with strict TypeScript/Vite starters for 2D, 3D, and hybrid games, stable-first 2.0.0 dependency resolution, focused public-API references, and repository checks that keep bundled examples and version-selection behavior valid.
    • Separate the full release gate from npm's publish lifecycle: npm run release:check retains the complete validation matrix, while prepublishOnly performs only fast deterministic checks before prepack builds the tarball, avoiding repeated browser suites and expired publish OTPs.
    • Make the releasable-texture example deterministic by always installing a replacement CPU image before marking the texture for upload, removing a random page error from the WebGL2/WebGPU UI release gate.
    • Add a shared 2D frontend with atlas-backed Sprite, SpriteFrame sequence animation, Canvas-2D-backed Text2D, pixel-space Camera2D, actual-size sprite pointer hit tests, and automatic portable instance batches capped at 128 sprites per draw. Sprite raster uses one GLSL ES 3.00 source through native WebGL 2 or the existing Naga WGSL pipeline.
    • Add ordered multi-camera Stage composition through Camera.priority, per-camera color/depth/ stencil clear policy, and Camera.visibility & Node.layer filtering for Mesh, Light, scriptable culling, and pointer input. All cameras record into one Render Graph/RHI frame; Camera2D defaults to the dedicated 2D layer and preserves prior 3D color.
    • Redesign the examples gallery with categorized metadata, search, responsive navigation, accessible controls, isolated per-example query parameters, source/direct links, loading states, and a shared renderer statistics panel that reports the active WebGL 2 or WebGPU backend.
    • Curate the gallery into focused Highlights and All Examples collections, replace generic descriptions with capability-oriented copy, merge five primitive micro-pages into one visual geometry lab, rename the two CanvasTexture demos, and remove obsolete OSG/SMD/TGA loaders, duplicated Polly content, unused media, and the non-visual math fixture page.
    • Refresh the shared example lighting and dark canvas treatment, and rebuild Quick Start, point lights, instancing, and bloom around deterministic showcase scenes. Add an ImageGen-authored graphite/cyan/violet showroom-floor texture used by the new scenes.
    • Add renderer-local scriptable render pipelines through RendererCommonOptions.renderPipeline, reusable RenderPipelineFactory configurations, frame-scoped culling/renderer-list handles, a narrow ScriptableRenderGraph, retained pass-parameter pools, recovery-aware persistent targets, and shared scene, shadow, fullscreen, copy, and present pass primitives.
    • Add ForwardRenderPipelineFactory feature injection with per-Renderer feature runtimes and creation-time capability/limit/format requirements. The empty default feature set retains the existing direct forward recorder with no intermediate scene target or public-facade draw cost. WebGPU-only storage-buffer, storage-texture, compute-pass, and indirect-draw requirements now participate in backend selection and device capability/limit/format validation.
    • Add the WebGPU compute/storage foundation on the shared renderer path: WGSL host-shareable StorageLayout, renderer-owned StorageBuffer upload/readback/recovery semantics, public graph buffer access, Direct WGSL ComputeShader validation through Naga, immutable ComputeKernel, ComputeRenderPass, and uniform/storage/complete-2D sampled or write-only-storage-texture bindings. Compute is a dedicated pass model rather than a Material subtype.
    • Add portable RHI compute pipeline/pass contracts, direct and indirect dispatch, buffer clear, direct/indexed indirect draw, compute/storage limits and diagnostics, a one-hop WebGPU backend, and a WebGL 2 negative implementation that fails before native GL work instead of emulating storage or compute. Creation-time pipeline requirements now prevent compute/storage pipelines from falling back to WebGL 2.
    • Add the storage-aware raster path with constrained GLSL ES 3.10 translated through Naga, readonly graphics storage bindings, graph vertex/index/indirect inputs, GPUDrivenRenderPass, and SceneRenderPass group-3 pass-global storage variants. Scene variants reuse ordinary renderer lists and deterministically expand instanced batches to direct per-mesh draws.
    • Add a polished deterministic WebGPU showcase and acceptance example: depth prepass → sampled-depth tile culling → Scene group-3 storage shading, Gaussian cull/reorder/indirect draw, and a 1024-particle Hilo3D wordmark driven by Direct WGSL fractal value/curl noise, breathing, swirl, return motion, compaction, GPU-generated indirect draw, and additive glow. GPU-produced counts, indices, and draw arguments remain GPU-only. The Forward+/Gaussian algorithms are acceptance-scale proofs, and the page is not a production performance baseline.
    • Add a standalone interactive WebGPU compute-physics showcase with 65,536 persistent GPU bodies split between a readable Hilo3D word lattice and an independent deep-field collision layer of size-tiered stars, drifting aurora/nebula particles, and cyber-dune grains. Three-octave value/curl noise, magnetic/shockwave/vortex pointer fields, meteor-head collisions and wake forces, boundary physics, GPU-authored indirect arguments, and three particle raster layers stay on the public Render Graph/RHI path. Its deterministic test mode drives real pointer input without reading particle state back to the CPU.
    • Keep storage texture writes write-only and complete for the selected single-mip view; overlapping sampled/write feedback remains invalid. Persistent texture state uses renderer-owned history recipes, while persistent buffer state uses externally owned renderer StorageBuffer objects imported per frame; each Renderer accepts one pending storage-buffer readback. cpu-shadow recovery restores CPU bytes rather than later GPU mutations, and Direct WGSL f16 remains fail-closed until the Naga validation path can validate it end to end. Storage-aware graphics retains broader Material/Scene texture reflection, while GPUDrivenRenderPass validates explicit graph view dimension, format, and sample type before backend execution.
    • Expose the built-in forward culling results to features, reject feature runtimes shared across Renderers, and preserve selected RenderTarget color/depth/stencil clear/load/store operations across feature-enabled scene, intermediate-color, and output passes.
    • Reject pre-opaque scene-color sampling and keep the built-in forward feature's sampledDepth option fail-closed; a custom SRP can explicitly compose depth prepass, compute culling, and a storage-aware Scene pass for Forward+.
    • Add backend-neutral Renderer.waitForIdle() for application completion fences. Native WebGL 2 or WebGPU interoperability is opt-in through Renderer.getExtension() instead of public gl or gpuDevice fields.
    • Harden scriptable rendering with role-specific sampled/copy texture usage, pre-frame exact-copy validation, explicit resolve terminal tracking, per-invocation shadow binding isolation, effective-material transparent depth sorting, filterable fullscreen capability checks, complete recovery capability-superset validation, non-revivable per-invocation/per-callback lease facades over reusable internal storage, and an internal-only pass-pool acquisition path.
    • Route renderToTarget() through the configured pipeline, make public graph handles unique across invocations, reject nested rendering through record/prepare/execute, add transactional per-key persistent-target release, preserve pre-draw Mesh event mutation before draw preparation, and align after-scene events/face counts with every renderer-list occurrence actually drawn by live graph passes.
    • Keep backend selection outside the draw loop and preserve the existing native fast paths, state caches, prepared resources, and pass-level execution so the unified public surface adds no per-draw dispatch or allocation cost.
    • Add one internal RHIFactory composition root for concrete RHI construction and support probes; backend drivers receive the concrete RHI directly rather than a command-forwarding facade.
    • Keep the full WebGL2/WebGPU Playwright matrix in local/release validation, while GitHub hosted CI runs the stable WebGL2 UI/visual matrix and the native/offscreen WebGPU RHI lane instead of pretending its SwiftShader environment supports reliable canvas presentation.
    • Route ShaderToy's two backend cases through its dedicated offscreen pixel/hash interaction gate instead of loading the same continuous ray-march page again in the generic gate, while retaining native draw/submit, GPU health, page, network, console, DevTools graphics, and stable-frame checks.
    • Keep the portable RHI benchmark smoke bounded to a single-draw production scenario and isolate every scenario/backend in fresh Chromium. PR CI runs the stable WebGL 2 production smoke while WebGPU remains covered by dedicated RHI/browser lanes and the enrolled physical-GPU benchmark; local non-evidence WebGPU smoke avoids the physical-rig-only timestamp-query feature and uses the stable Playwright transport.
    • Clear handled old-generation submission-fence failures across every renderer submission tracker only after successful device recovery, so a recovered renderer's waitForIdle() observes new failures without hiding tracker/collection errors.
    • Restore the full portable Playwright UI, WebGPU, and visual matrix to validate:ci; the physical-GPU lane remains a separate manual workflow.
    • Remove the production handwritten WebGPU mipmap WGSL module. Renderer initialization reuses its compiler and supplies required GLSL/Naga artifacts through the WebGPU RHI creation contract, while native shader, pipeline, view, and bind-group creation completes before frame execution.
    • Preserve WebGL2 buffer capacity and portable texture-copy orientation, restore browser-managed external-image color conversion, reject unsupported WebGL2 stencil uploads and depth/stencil readbacks before native commands, validate render-attachment subresources and depth/stencil operations before backend execution, mark unused WebGPU combined depth/stencil sibling aspects read-only, reject pipelines that read an unavailable aspect or write a read-only/unused aspect, and reject partial WebGL2 compressed buffer uploads whose opaque blocks cannot preserve the portable top-left row contract without format-specific recompression.
    • Make render-target release, replacement, and destroy cleanup resumable per handle so a cleanup failure retains its owner/record, never double-releases completed handles, and never leaks a staged replacement allocation.
    • Elide unchanged vertex-buffer bindings between adjacent prepared draws and keep WebGPU buffer-range validation paths static, removing draw-count-amplified hot-path allocations without weakening the backend validation contract.
    • Replace the renderer-interface-only Renderer export with an abstract shared renderer base and a separate RendererContract type. Backend implementations now inherit common frame planning, render/light queues, diagnostics, and resource ownership from that base; the protected result is available as the exported RenderGraphFramePlan type for custom subclasses.
    • Add the required synchronous Renderer.renderFrame(callback) application-frame boundary. Custom renderer implementations must provide it; callbacks may not return a Promise or retain the frame facade after returning.
    • Make UniformBuffer a backend-neutral CPU/std140 object. Remove its WebGL-native getBuffer(), bind(), and destroy() methods; native allocations now belong to renderer-local WebGL/WebGPU managers and are released through renderer resource ownership.
    • Make Texture a backend-neutral CPU descriptor. Remove Texture.getCache(), reset(), getGLTexture(), setGLTexture(), updateTexture(), the protected WebGL upload hooks, and the root TextureWebGLState type; WebGL allocation, upload revision, descriptor snapshot, and native cache ownership now belong to the renderer's texture manager/uploader.
    • Restrict TextureBinding and MaterialTexture to engine Texture<unknown> objects so both backends consume one real resource contract. Remove the WebGL-native location, type, size, and glTypeInfo fields from ProgramBindingInfo.
    • Change Shader.reset(gl?) to backend-independent Shader.reset(). Change RendererFrameCallback to return unknown; the runtime rejects Promise-like results and escaped frame facades rather than allowing asynchronous recording.
    • Remove the unused WebGL-native GeometryData.glBuffer field. Geometry data now exposes only CPU content/revisions, while each backend owns its buffer variants.
    • Make WebGPU manager/target suspend, device-rebind, and atomic attachment-replacement operations renderer-internal. Public WebGPUTextureManager mutations now preserve render-target ownership; registerExternal() rejects target-owned textures instead of creating detached allocations.
    • Require Node.js 22.22.2 and npm 12 for development and releases.
    • Publish a single ES2022 ESM package entry and remove CommonJS/UMD, global-script, and namespace declaration variants.
    • Remove the dynamic Class.create/Class.mix and EventMixin APIs in favor of native classes and EventDispatcher; use backend-neutral releaseGPUResources() for renderer resource lifecycles.
    • Require WebGL 2 when the WebGL backend is selected and native GLSL ES 3.00 for shader sources; remove WebGL 1 contexts, compatibility shader rewriting, and extension adapters for WebGL 2 core features.
    • Change asynchronous Stage.create() to default to backend: 'auto'. Auto selection uses the public, device- and GPU-resource-free WebGPURenderer.isSupported() adapter probe and prefers WebGPU when the fallback-adapter policy, required features/limits, and engine minimum limits are satisfied; it otherwise creates WebGL 2 directly. The probe never requests a device or canvas context and never initializes the shader compiler, pipelines, or resources. Supplying preserveDrawingBuffer or requesting alpha: true, premultipliedAlpha: false straight-alpha compositing selects WebGL 2 directly. Synchronous new Stage() remains WebGL 2 by default because it cannot await adapter discovery.
    • Keep explicit backend: 'webgpu' fail-closed with no fallback. Once auto has selected WebGPU, device/context creation, compiler, pipeline, and resource initialization errors also reject directly instead of being reinterpreted as capability failures.
    • Make Renderer/RenderTarget the backend-neutral offscreen contract for WebGL 2 and WebGPU, including MRT, 1×/4× MSAA, sampleable attachments, target rendering, resize, and asynchronous readback. MeshPicker now accepts a Stage and returns Promise<Mesh[]> from a backend-neutral GPU object-ID pass with no CPU fallback.
    • Remove the public Framebuffer, LightShadow, and CubeLightShadow types, public light lightShadow fields, renderer-owned useFramebuffer/framebufferOption, implicit render-target creation, and backend-specific framebuffer example. Native framebuffer and shadow allocation are renderer internals; the replacement example uses the shared RenderTarget contract.
    • Remove the WebGL-cache-specific logGLResource() export. Use renderer.resourceManager.getDiagnostics(rootNode?) for stable backend-neutral ownership counts.
    • Remove the context-blind capabilities and extensions singletons. WebGL 2 callers use the owning WebGLRenderer.capabilities and WebGLRenderer.extensions; remaining public low-level Program/Buffer/VAO cache inspection requires getCache(gl), while Texture native caches are backend-private.
    • Restrict shadow construction to directional, spot, and point lights through ShadowCastingLightParameters. Area, ambient, and base lights reject shadow configuration before backend selection instead of allowing a backend to ignore it.
    • Require low-level WebGPUTextureManager construction to receive an already initialized NagaShaderTranslator; the optional resource-destroy callback moves to the third argument.
    • Narrow KTXLoadRequest texture overrides to the exported KTXTextureOptions contract. Callers may set sampler, lifecycle, name, UV, and anisotropy options, but container-owned texel format, extent, image, mipmap, and compression metadata can no longer be overridden.
    • Move every non-sampler shader value to the fixed std140 FrameBlock, CameraBlock, SceneBlock, LightBlock, MaterialBlock, ModelBlock, GeometryBlock, SkinningBlock, or MorphBlock ABI. Custom ShaderMaterial numeric uniforms must migrate to a registered UBO; samplers are the only classic uniform exception.
    • Remove KHR_techniques_webgl loading and its GLSL 1.00 sample assets because the extension's arbitrary classic-uniform shader interface is incompatible with the fixed WebGL 2 UBO ABI.
    • Remove the example-only Draco adapter and assets instead of retaining its build-time UMD/CommonJS wrapper rewrite; future decoder integrations must provide directly consumable ESM and strict TypeScript declarations.
    • Remove the backend-specific Texture.colorSpaceConversion boolean. External images now always use the browser-standard sRGB-managed path, while raw TypedArray/DataView pixels remain explicit untagged values on both backends.
    • Replace Texture.updateSubTexture(xOffset, yOffset, image) with the sole descriptor form updateSubTexture({ mipLevel, face?, layer?, z?, x, y, width, height, depth?, image }). The positional overload has been removed.
    • Correct legacy public API spellings: SkinedMesh is now SkinnedMesh, needBasicUnifroms is needBasicUniforms, ignoreTranparent is ignoreTransparent, and the diffuse-environment/ambient-light material flag now uses its correctly spelled name.
    • Replace the legacy Gulp, Webpack, Mocha, JSDoc and Electron toolchain with Vite, strict TypeScript, Vitest Browser Mode, Playwright, TypeDoc and ESLint flat config.
    • Add a WebGPU-shaped RHI with separate thin native WebGPU and immediate, state-cached WebGL 2 implementations. It covers device resources, prepared shader modules, pipeline/layout/bind-group objects, render passes, command encoders, queues, surfaces, explicit features/limits, and device/context recovery without importing engine scene semantics.
    • Split rendering code into explicit renderer/common, renderer/shader, renderer/webgl, renderer/webgpu, rhi/webgl, and rhi/webgpu boundaries. Move GLSL-to-WGSL compilation above the RHI, move WebGL shadow allocation under its renderer backend, and keep common frame planning free of native graphics handles.
    • Give RHI devices bounded immutable sampler, bind-group-layout, pipeline-layout, and render-pipeline caches with fixed-field keys and deterministic loss/destroy invalidation. Keep material, Mesh, shader-variant, binding-set, and upload caches in Renderer; do not descriptor-deduplicate buffers, textures, shader modules, or bind groups in the RHI.
    • Record resource-ready WebGPU scene, shadow, target, and presentation passes through an explicit application frame. One submission uses revision-snapshotted UBO slots so each camera/pass observes its own data; recording failures poison the frame instead of submitting partial commands.
    • Add bounded per-group bind-group layout/resource caches, WebGPU sampler/snapshot and numeric-depth specialization LRUs, presentation bind-group reuse, pooled UBO submission slots, dirty-range instance uploads, and per-pass command-state deduplication.
    • Move WebGL texture allocation/upload into a per-state manager and backend uploader, detect descriptor changes without replacing stable framebuffer texture objects, and release native allocations through an internal lifecycle channel that public events cannot cancel.
    • Add a bounded immutable WebGLSampler cache with per-texture descriptor-key memoization and per-unit bindings. Numeric and comparison reads can share one depth texture without mutating its global state, and active samplers are never evicted from a texture unit.
    • Track render-target attachment allocation generations across WebGL 2 and WebGPU. Texture target changes, failed uploads, and public attachment destruction now invalidate the previous allocation; targets rebuild or reattach before reuse and reject stale native handles.
    • Protect pending WebGPU submissions from early target, buffer, texture, and shadow-atlas destruction; defer native retirement until submission ends and reject same-submission geometry or instance-buffer mutation instead of rewriting resources already referenced by recorded passes.
    • Replace serialized shader variant keys with a bounded, structured dual-lane 64-bit hash, exact collision buckets, stable-draw revision snapshots, source-aware custom shader keys, and generation-safe cache release. GLSL ES 3.00 remains the only authored portable raster language; WebGPU-only compute/storage use the constrained source contracts described above.
    • Migrate all maintained engine, test, example and tooling code to checked TypeScript without type-checking bypasses.
    • Split TypeScript into referenced library, test, example and Node projects with strict shared rules.
    • Generate bundled public declarations and API reports directly from the checked source.
    • Add repository-wide typed linting, deterministic formatting and enforced browser coverage.
    • Add Vite multi-page example builds and an automatically collected 80-HTML Playwright matrix. Seventy-eight pages run through WebGL 2 and WebGPU; webxr.html is explicitly WebGL 2-only while browsers expose XR presentation through XRWebGLLayer, and compute_gpu_driven.html is explicitly WebGPU-only because its required capabilities are not simulated on WebGL 2.
    • Gate the same deterministic lit PBR readback and screenshot through both backends, and exercise fractional-DPR resizing, life-game and ShaderToy input, glTF Viewer load/replace/release, live post-process changes, native compressed textures, and GPU mesh picking on both backends. The first WebGL 2 and WebGPU frames must be byte-for-byte identical.
    • Validate the packed package with publint, Are the Types Wrong, Bundler and NodeNext consumers, and ESM runtime loading.
    • Generate and deploy the API documentation and examples site from TypeDoc and Vite in CI.
    • Run the existing engine suite in headless Chromium with real WebGL contexts.
    • Bundle the area-light LTC lookup data and skybox textures locally so rendering never depends on third-party runtime URLs.
    • Remove obsolete OES_standard_derivatives and WEBGL_depth_texture requests because both are WebGL 2 core features, and enforce this class of WebGL 1 extension wrapper in the modernity gate.
    • Add type-safe std140 layout packing, stable global uniform-block bindings, reflected range-size validation, partial dirty uploads, and static/runtime rejection of legacy shader interfaces.
    • Keep GLSL ES 3.00 as the single portable raster shader source, prepare active variants as Vulkan GLSL 4.50, and translate them through Naga WASM to WGSL. Preparation assigns IO locations, separates texture and sampler bindings, maps the four WebGPU bind groups, and converts clip-space depth.
    • Route renderer-owned fullscreen presentation and WebGPU mipmap generation through that same GLSL preprocessing and Naga path. Both consume translated sampler metadata and have no handwritten or fallback WGSL module; the modernity gate rejects graphics WGSL entry points and only permits Direct WGSL @compute structurally associated with ComputeShader validation.
    • Express the shared std140 ABI in generated WGSL with explicit @align/@size wrappers that work with WebGPU's default language features; do not request or depend on the optional uniform_buffer_standard_layout feature.
    • Load Naga through a dynamic ESM boundary so WebGL 2 consumers do not download its JavaScript/WASM graph; package smoke initializes Naga and translates GLSL from the installed tarball.
    • Add WebGPU buffer, texture, uniform, bind-group, render-state, pipeline, and resource-lifecycle managers with device-limit validation and deterministic caches.
    • Complete the GLSL ES 3.00 texture surface across WebGL 2 and WebGPU: sampler3D, sampler2DArray, sampler2DArrayShadow, and every signed/unsigned integer sampler family for 2D, 3D, cube, and 2D-array textures now pass through Naga into dimension- and sample-type-correct bind groups. Managed Texture supports 2D, cube, 3D, and 2D-array targets plus signed/unsigned integer formats. Integer textures require nearest-only sampling, anisotropy 1, and explicit complete mip chains; mipmapped 3D textures also require explicit complete chains. Both backends reject compressed 3D textures before allocation, while native compressed 2D-array textures remain supported.
    • Preserve dynamically-uniform sampler-array indexing by lowering flattened texture/sampler pairs into typed dispatch functions, including texture builtins, sampler function parameters, and multiple arrays. Add ordinary-sampler numeric depth reads by specializing Naga WGSL bindings to texture_depth_*; WebGPU enforces nearest-only non-filtering depth samplers, while WebGL 2 selects comparison mode from reflected sampler types.
    • Complete the shader preprocessing frontend with function-like macros, strict recursive expansion, bitwise/shift/ternary conditional expressions, named interface blocks, arrays, multi-declarations, reordered std140 layout qualifiers, and projective sampler operations. Reject builtins outside the GLSL ES 3.00/WebGL 2 contract before backend selection, and derive depth-only Naga variants that preserve discard/depth side effects without declaring dummy color outputs.
    • Support descriptor-based subresource updates for 2D, cube, 3D, and 2D-array textures across both backends, including raw, external-image, and legal compressed block updates. Define cube mip chains as six entries per level in canonical +X, -X, +Y, -Y, +Z, -Z order; add portable raw depth16/depth32float and feature-gated depth32float-stencil8 uploads; reject nonportable raw depth tuples before allocation; and use physical 4×4 upload extents for compressed 2×2/1×1 mip tails.
    • Cap each texture's sub-update journal at 64 entries while maintaining an exact full-content checkpoint. Independently paced WebGL contexts and WebGPU devices replay the checkpoint when behind and then resume incremental revisions. Route CubeTexture, DataTexture, and LazyTexture construction through the base validation contract and preserve loaded LazyTexture depth/wrapR.
    • Make geometry, material, texture, and partial-upload revisions backend-local; add bounded cache eviction, transactional GPU resource replacement, immutable descriptor-keyed samplers, and destroy-during-initialization cleanup.
    • Scope WebGL 2 program, buffer, vertex-array, texture, framebuffer, custom uniform-buffer, capability, extension, and current-binding state to the owning context. Multiple renderers no longer reuse native handles or destroy each other's allocations during release or context restoration; Texture.needDestroy invalidates old allocations across every WebGL context and WebGPU device instead of being consumed by only the first backend.
    • Detect MaterialBlock changes from a reusable snapshot of the final std140 bytes, including direct mutations of nested color/matrix and texture-derived values, without requiring manual isDirty; unchanged bytes do not advance revisions or upload again.
    • Give raw texture uploads one backend-neutral, tightly packed row contract; WebGL 2 and WebGPU now apply flipY to TypedArray/DataView sources in the same deterministic byte order.
    • Upload WebGPU HTMLVideoElement textures from decoded-frame callbacks through a private staging canvas. Queue completion fences prevent the canvas from changing during a copy; source changes, release, and device recovery cancel and rebuild observation without a WebGL or placeholder fallback.
    • Bound backend-neutral UBO dirty history with full-upload recovery for slow consumers. Own render state by mesh → pass owner → material/shader/instancing variant, cap each mesh at 32 variants with LRU eviction, atomically union resources across passes, and reclaim failed-frame and replaced identity resources without destroying shared final references.
    • Upload dynamic WebGPU interleaved attributes and Uint8/16/32 indices by precise dirty ranges, including matrix columns, normalized/strided sources, discrete regions, 4-byte copy alignment, primitive-restart conversion, history-expiry fallback, buffer resize, and deterministic old-buffer destruction.
    • Isolate shader structural/precision cache keys per geometry and renderer; keep pending pipeline compilations deduplicated outside the settled LRU and allow Naga initialization to retry after a transient failure. Remove the mutable global shader header and include canonical commonOptions snapshots in every header and shader-variant key.
    • Recover automatically after WebGPU device loss: emit webgpuDeviceLost, safely skip renders, request a fresh equivalent adapter with the frozen initial options, revalidate the fallback policy plus all required features and limits, and request a replacement device with the same effective descriptor. Rebuild context/managers while preserving selected RenderTarget and attachment identities, then emit webgpuDeviceRestored. Emit webgpuDeviceRecoveryFailed and make later renders throw explicitly on failure; renderer destruction cancels in-flight or stale-generation recovery.
    • Preserve engine-private, Texture-identity recovery backings for isImageCanRelease textures, including immutable raw/cube/mipmap/sub-texture snapshots and private external-source references, so a new WebGL 2 context allocation or WebGPU device can replay uploads without restoring access to the released public image.
    • Keep releaseGPUResources() reusable on WebGPU by rebuilding main-canvas depth/MSAA attachments immediately instead of tearing down the device. Scope shadow cameras and debug helpers per renderer/light and prune them when debug, shadow, enabled, stage membership, release, recovery, or destruction changes ownership.
    • Reject cross-stage UBO layout mismatches before Naga and keep generated entry-point post-processing correct when custom GLSL returns early.
    • Add shared WebGL 2/WebGPU render targets with MRT, 1×/4× MSAA resolve, optional sampleable depth/stencil, explicit ownership/presentation, resize, and tightly packed asynchronous color readback. Attachment Texture identities survive resize and context/device recovery; WebGL 2 resize updates every draw/resolve/depth attachment transactionally. Both backends present through fullscreen texture-load pipelines; WebGL 2 restores canvas and saved framebuffer state on every clear/resolve failure instead of blitting into an antialiased default framebuffer. WebGPU keeps its required 256-byte row alignment internal to the implementation.
    • Build post-processing ping-pong passes and asynchronous MeshPicker exclusively on the shared render-target contract, with dual-backend interaction tests and no hidden fallback path.
    • Normalize LINE_LOOP and TRIANGLE_FAN to explicit LINES and TRIANGLES indices before upload for indexed, non-indexed, and glTF-loaded geometry, so WebGL 2 and WebGPU consume the same topology.
    • Add shared compressed-texture capability queries. WebGPU enables adapter-exposed BC, ETC2, and ASTC device features, maps all ten WebGL 2 core ETC2/EAC formats, and explicitly rejects PVRTC instead of substituting or decoding it. Both backends require an exact, dimensionally valid mip chain when a mipmap filter is selected, while the KTX loader continues to accept legal base-only and partial chains for non-mipmap sampling. KTX1 parsing honors container endianness for headers and mip sizes, rejects truncation, and keeps container texel metadata authoritative over request options.
    • Replace WebGL cache logging with backend-neutral tracked/used/pending resource diagnostics.
    • Partition WebGPU resources by update frequency: global/pass resources in group 0, material and texture resources in group 1, object/geometry/pose resources in group 2, and custom blocks in group 3. Instanced transforms use the bounded InstanceBlock instead of matrix vertex attributes.
    • Add Naga compilation coverage for the built-in shader feature corpus and a dedicated Playwright test that creates a real Chromium WebGPU adapter/device/pipeline and exercises Basic/PBR, instancing, indexed strips with partial updates, mipmapped texture replacement, three shadow-light kinds, 4× MSAA/stencil, MRT, presentation, and readback through SwiftShader. This fixture actively destroys the device, verifies fresh adapter/device recovery, released-texture replay, selected RenderTarget identity, and exact pre/post-recovery readback. It supplements the full example-gallery WebGPU matrix; it is not the only WebGPU UI path.
    • Extend that real-browser WebGPU gate with managed 3D, 2D-array, integer-array, and depth-array textures. It translates the extended sampler set through Naga, builds the actual bind groups and pipeline, draws and submits without shader-compilation or GPU-validation errors, and requires the exact [64, 128, 200, 255] pixel readback.
    • Require all 155 page/backend cases to observe a real WebGL draw or WebGPU canvas acquisition, render-pass draw, and queue submission, with page, network, console, GPU validation, uncaptured error, and unexpected device-loss failures promoted to release-gate failures. After the stable-frame window, fence every observed real GPUQueue with onSubmittedWorkDone() before the final instrumentation sample so delayed validation events cannot arrive after a passing result. Interaction gates additionally require action-local draw/submit progress and GPU readback changes for life-game attachment updates, ShaderToy pointer input, post-process kernels, and glTF Viewer replacement. WebGPU color render-target allocations include COPY_DST, so public attachment updateSubTexture() writes are real GPU updates rather than ignored validation errors.
    • Add an explicit optional native WebGPU Playwright project and manual self-hosted GPU workflow. It requests forceFallbackAdapter: false, disables Chromium's software rasterizer, rejects fallback and known software adapters, and reuses the production draw/recovery/readback fixture without pretending that physical GPU availability is a portable PR or release requirement. WebXR remains excluded from the WebGPU gate.
    • Expand WebGL 2 instanced matrix attributes into legal column locations, preserve independent read and draw framebuffer bindings across reset/check/bind/unbind transactions, reject cross-context framebuffer copies, and route reflected ivec*/uvec* inputs through strictly typed vertexAttribIPointer calls. Keep point-shadow cube attachments square and complete. Refresh CameraBlock for each of the six point-shadow faces even though the shadow camera object is reused. Prepare ShaderToy derivatives in uniform control flow so the same GLSL compiles cleanly through Naga and Dawn.
    • Render WebGPU directional, spot, and point-light shadows through a comparison depth atlas whose rects, matrices, and bias data live in LightBlock. Restrict shadow parameters to those three light kinds and reject Area/Ambient/base-light shadow assignment before backend selection.
    • Make package entry evaluation safe in non-browser runtimes.
    • Fix the COPY_WRITE_BUFFER_BINDING WebGL2 constant.
    • Fix WebGLResourceManager.destroyUnusedResource typo (c8c9075)
    • github workflows node not found (c1d1eea)
    • remove uc browser game mode support (58401a5)
    • return a white texture when the texture is missing in semantic.handlerTexture (f38bd14)
    • The stencilMask method should be passed a numeric parameter (33f71d9)

    1.19.0 (2023-05-05)

    • Fix Framebuffer unbind bug (bd8557c)
    • Implement the transpose function only in webgl1 (012a4f7)
    • Add material.getShadowMaterial to allow users to customize shadow material (21fde64)
    • Add the ability to visualize shadow camera for debug (a327a69)
    • Add the enableShadow property to lightManager to control whether to generate shadow map (fe1b99c)
    • Add the ILightManager interface, which allows users to implement their own lighting controls (8075db3)
    • Add the onlySyncQuaternion attribute of Node to optimize performance (0739e6a)
    • Add worldMatrixVersion attribute to node for performance optimization (6f8d76b)
    • Store shadow map Z in four channels to optimize precision (5bba760)
    • Optimize the performance of node transform changes (5a263cf)

    1.18.0 (2023-01-29)

    • Fix Texture reset internalFormat bug (2b3f534)
    • framebuffer resize should resize all attachments (2b8aa0b)
    • add framebuffer drawBuffers (2f68dc1)
    • add uniform buffer object support (03d2fa3)

    1.17.0 (2022-12-19)

    • add TypedArray forEach polyfill to fix iOS9 bug (59bf238)
    • Fix the bug of destroying mesh when using multiple materials (e9e0175)
    • wrong value in get shadow pcf while pos out of range (#39) (f8a425a)
    • Fix animation normalization bug (35b5d19)
    • Fix pointerChildren value judgment error during node raycast (4eee579)
    • Fix frontface should be set in all cases (6ccc39d)
    • Fix in some cases, detecting the supportTransform property will report an error (9215ba6)
    • add lightManager.updateCustomInfo (cc6d95b)
    • in KHR_techniques_webgl, premultiplyAlpha of material default value should be false (bdf4100)
    • add _Time semantic (4a9a43d)
    • add material.shaderName (25b1880)
    • imporve parsing of glTF KHR_techniques_webgl extension (ca69682)

    1.16.0 (2022-01-04)

    • KHR_techniques_webgl parse texture bug (f45879e)
    • pbr shader texture lod bug (8256991)
    • the nextTick callback of ticker should pass in the dt parameter (db267cb)
    • unlit material transparency bug (1006c60)
    • add JOINT & WEIGHT semantic (2a9da6a)
    • Add the function of dynamically modifying the targetFPS of the ticker (e41f6cf)
    • the webglContextLost & webglContextRestored event should be triggered last (87c9d2d)
    • add wrapS & wrapT property of the framebuffer (eaae512)
    • update doc & .d.ts
    • glTF texture should ignore texture colorspace conversion, fix #32 (08f1252)
    • add colorSpaceConversion property of the texture (ddd170b)
    • add PBRMaterial emissionFactor support (de7cf25)
    • update doc & .d.ts
    • refactor: optimize multiple destroy framebuffer (c68599e)
    • Animation.clipTime should be updated while updating the animStatesList (447ae1e)
    • add LoadCache.getLoaded (302c690)
    • add Loader.preHandlerUrl (ed7ff87)
    • RenderList.useInstanced should update after renderer init (d91293e)
    • Semantic Tangent data should also be returned when there is no normal map (c7b261b)
    • Add GLTFLoader KHR_materials_clearcoat extension support (0cfa90c)
    • Add material stencil support, close #30 (6dbb2c1)
    • Add PBRMaterial Clearcoat support, close #15 (b83cbe6)
    • attribute pointer should use GeometryData.size (bdab767)
    • Add light.isDirty and fix the bug that directionalLight lignt shadow does not update (d808a89)
    • capabilities remove duplicate MAX_COMBINED_TEXTURE_IMAGE_UNITS (f601071)
    • add userData property to Node,Geometry,Material and Skeleton (40db285)
    • update doc & .d.ts
    • iOS 9 doesn't support TypedArray slice, add polyfill (7ad428a)
    • update doc & .d.ts
    • vao.getResources miss checking whether the attribute is empty (40ea681)
    • add pbrMaterial.isSpecularEnvMapIncludeMipmaps (#23) (fea3cdf)
    • skeleton.clone should also clone jointNames (8168c64)
    • skinnedMesh bone position is wrong under special circumstances (cccd91e)
    • ResourceManager.destroyUnsuedResource parameter become optional (3e15fbe)
    • add skeleton.resetJointNamesByNodeName (91418e4)

    1.15.0 (2020-06-24)

    • cubic spline interpolation for quaternions is wrong (47a93ab)
    • geometryData bindLayout change should repoint attribute (25d1282)
    • Add easier log level control (b0a2870)
    • add Skeleton (#9) (7944d70)
    • add SkinedMesh.resetJointNamesByNodeName (14f095b)
    • add skinedMesh.resetSkinIndices (b7df689)
    • improve resource management performance (#10) (6ff8cbd)

    1.14.0 (2020-05-06)

    • GLTFParser.getImageType use indexOf check support type (262dfb8)
    • add GeometryData.getCopy (4a03269)
    • AnimationStates support custom State handler register (cda1d01)
    • LazyTexture release ktx image buffer data has not work (321f017)
    • optimize Buffer.uploadGeometryData (152ec21)