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