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

@@ -50,7 +50,7 @@ internal unsafe struct DescriptorHeapAllocator : IDisposable
public readonly ConstPtr<ID3D12DescriptorHeap> Heap => new(_heap.Get());
public readonly ConstPtr<ID3D12DescriptorHeap> ShaderVisibleHeap => new(_shaderVisibleHeap.Get());
public DescriptorHeapAllocator(ConstPtr<ID3D12Device14> device, DescriptorHeapType type, uint numDescriptors)
public DescriptorHeapAllocator(string name, ConstPtr<ID3D12Device14> device, DescriptorHeapType type, uint numDescriptors)
{
_device = device;
HeapType = type;
@@ -60,6 +60,12 @@ internal unsafe struct DescriptorHeapAllocator : IDisposable
var success = AllocateResources(numDescriptors);
Debug.Assert(success);
_heap.Get()->SetName(name);
if (ShaderVisible)
{
_shaderVisibleHeap.Get()->SetName($"{name} Shader Visible");
}
}
public DescriptorIndex AllocateDescriptor() => AllocateDescriptors(1);