- Add RHI compute program, pipeline, and dispatch support across D3D11, D3D12, Metal, OpenGL/GLES, and Vulkan.
- Add storage buffers, 3D textures, compute shader reflection, runtime sampler overrides, and compute-related device capabilities.
- Rename `RenderPipeline` to `GraphicsPipeline` to distinguish graphics and compute pipelines.
- Upgrade desktop OpenGL and Android/Windows GLES context creation to prefer compute-capable versions with fallback to the existing minimum versions.
- Extend `axslcc` integration with per-shader target profiles and update to axslcc 3.99.2.
- Add RHI-based Effekseer GPU particle simulation and rendering, including compute shaders and runtime capability checks.
- Update HLSL documentation and Lua RHI bindings for the new APIs and resource types.
- Add a compute dispatch test covering storage-buffer writes from compute and reads from the graphics pipeline.
- Tested successfully across all RHI backends.
- Refresh GLAD-generated OpenGL and Vulkan headers and sources.
- Update Vulkan Memory Allocator to version 3.4.0.
- Use GLAD compute entry points directly in the OpenGL RHI