- Deleted VulkanGuiService and associated interfaces to streamline GUI rendering.
- Removed RenderGraphConfig and GraphicsBackendConfig, replacing them with BgfxConfig.
- Eliminated unused render graph structures and interfaces to simplify codebase.
- Updated IConfigService and IGraphicsBackend interfaces to reflect new configurations.
- Removed Vulkan device and buffer service interfaces to reduce complexity.
- Enhanced error handling and validation across Vulkan initialization and resource management.
- Updated unit tests to remove references to the obsolete render graph functionality.
- Added RecordRenderGraph method to IRenderCommandService and its implementation in RenderCommandService.
- Updated VulkanGraphicsBackend to handle render graph definitions and record commands accordingly.
- Introduced GetDepthFormat method in ISwapchainService to retrieve depth buffer format.
- Enhanced VulkanGraphicsBackend with methods to set render graph definitions and manage render graph resources.
- Added RenderGraphImage structure to manage render targets and depth targets within the render graph.
- Updated interfaces and services to accommodate new render graph functionality, including descriptor set layout retrieval in IPipelineService.
- Added render graph configuration to JSON files and runtime settings.
- Introduced RenderGraphScriptService to load and manage render graph definitions from Lua.
- Updated GraphicsService to handle render graph definitions.
- Enhanced cube_logic.lua with a sample render graph function.
- Modified various services and interfaces to support render graph functionality.
- Improved logging for render graph operations and configurations.
- Moved static shader variant definitions into a dedicated function for better organization.
- Introduced functions to count shader variants and build shader variants dynamically using a shader toolkit.
- Added error handling for shader toolkit availability and generation failures.
- Enhanced shader toolkit with new functions for reading and writing text files conditionally.
- Implemented new shader templates and variants for improved flexibility in shader generation.
- Updated existing shader templates to utilize the new structure and functions.