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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@@ -68,11 +68,11 @@ public partial class World : IDisposable, IEquatable<World>
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Ref<T> GetSingleton<T>()
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public CompRef<T> GetSingleton<T>()
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where T : unmanaged, IComponentData
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{
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ref var component = ref CollectionsMarshal.GetValueRefOrAddDefault(SingletonContainer<T>.container, _id, out _);
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return new Ref<T>(ref component);
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return new CompRef<T>(ref component);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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