forked from Misaki/GhostEngine
Update rendering architecture and resource management
Added a new `Ref<T>` struct for reference semantics. Added the `RenderGraph` system for managing rendering passes. Added the `RenderTexture` class for encapsulating GPU resources. Added `GraphicsBuffer` class for effective GPU resource management. Changed `CommandList` methods from public to internal for visibility control. Changed `IRenderPass` interface from internal to public for accessibility. Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`. Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`. Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`. Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency. Changed `QueryItem<T0>` and related structs to use `CompRef<T>`. Changed `Material` class to support bindless textures. Changed `Shader` class to support bindless rendering. Changed `Mesh` class to support bindless vertex and index buffer access. Updated documentation to reflect the new bindless rendering architecture.
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.vscode/tasks.json
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21
.vscode/tasks.json
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{
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"version": "2.0.0",
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"tasks": [
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{
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"label": "Build Ghost.Graphics with RenderGraph",
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"type": "shell",
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"command": "dotnet",
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"args": [
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"build",
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"Ghost.Graphics/Ghost.Graphics.csproj",
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"-c",
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"Debug"
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],
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"group": "build",
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"problemMatcher": [
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"$msCompile"
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],
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"isBackground": false
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}
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]
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}
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