Refactor GPU resource management and rendering pipeline

- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers.
- Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety.
- Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling.
- Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management.
- Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures.
- Enhanced `ICommandBuffer` with new upload operations for buffers and textures.
- Refactored `Vertex` struct for simplified memory layout and better performance.
- Updated `MeshBuilder` and rendering logic to align with new resource and shader structures.
- Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`.
- Removed unused classes and performed general cleanup.
- Updated unit tests and demos to reflect the new architecture.
This commit is contained in:
2025-09-19 23:20:15 +09:00
parent 6a504cefc8
commit a39f377533
39 changed files with 1669 additions and 826 deletions

View File

@@ -186,7 +186,7 @@ public readonly struct EntityManager : IDisposable
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool HasComponent(Entity entity, TypeHandle typeHandle)
{
return _world.ComponentStorage.TryGetMask(typeHandle, out var bitSet) && bitSet.IsSet(entity.ID);
return _world.ComponentStorage.TryGetMask(typeHandle, out var bitSet) && bitSet.Value.IsSet(entity.ID);
}
/// <summary>