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.
This commit is contained in:
2025-08-01 21:34:48 +09:00
parent 1284bb17de
commit eafbfb2fa1
43 changed files with 3845 additions and 2183 deletions

View File

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