forked from Misaki/GhostEngine
Render graph integration and resource management refactor
Introduces a full-featured render graph system with pass culling, resource aliasing, and automatic barrier generation. Refactors resource and barrier APIs, improves error handling, and unifies result types. Renderer and render passes now use the new graph-based workflow. Updates shader includes, adds a blit shader, and improves HLSL parsing. Removes dynamic descriptor heaps in favor of persistent ones. Project file now includes the render graph module. Lays the foundation for advanced rendering features and improved memory efficiency.
This commit is contained in:
@@ -64,13 +64,13 @@ internal unsafe sealed class ChunkDebugView
|
||||
}
|
||||
|
||||
var views = new List<object>();
|
||||
var r = World.GetWorld(worldID);
|
||||
if (!r)
|
||||
var world = World.GetWorld(worldID);
|
||||
if (world is null)
|
||||
{
|
||||
return [];
|
||||
}
|
||||
|
||||
ref var archetype = ref r.Value.ComponentManager.GetArchetypeReference(archetypeID);
|
||||
ref var archetype = ref world.ComponentManager.GetArchetypeReference(archetypeID);
|
||||
var it = archetype._signature.GetIterator();
|
||||
while (it.Next(out var index))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user