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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@@ -7,7 +7,7 @@ public interface IQueryTypeParameter
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{
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}
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public ref struct Ref<T> : IQueryTypeParameter
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public ref struct CompRef<T> : IQueryTypeParameter
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where T : IComponentData
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{
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internal ref T _value;
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@@ -30,13 +30,13 @@ public ref struct Ref<T> : IQueryTypeParameter
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init;
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}
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public Ref(ref T value, bool isValid)
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public CompRef(ref T value, bool isValid)
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{
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_value = ref value;
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IsValid = isValid;
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}
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public Ref(ref T value) : this(ref value, true)
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public CompRef(ref T value) : this(ref value, true)
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{
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}
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}
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