Files
GhostEngine/Ghost.Core/Ptr.cs
Misaki a8d7cd8828 Refactor and enhance rendering pipeline
- Added new C# formatting rules in .editorconfig.
- Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs.
- Updated `Result` and `Result<T>` for implicit conversions.
- Added AOT compatibility to project files.
- Introduced a `Camera` class and refactored namespaces.
- Enhanced rendering with bindless support and pipeline state management.
- Refactored `D3D12CommandBuffer` for new rendering features.
- Improved `D3D12PipelineLibrary` with disk caching methods.
- Added support for UAVs and raw buffers in `D3D12ResourceAllocator`.
- Improved shader compilation and reflection in `D3D12ShaderCompiler`.
- Refactored descriptor heap and swap chain initialization.
- Added enums and structs for rendering configurations.
- Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces.
- Updated `MeshRenderPass` to align with the new pipeline.
- Consolidated namespaces and improved code maintainability.
2025-11-01 22:30:08 +09:00

28 lines
579 B
C#

using System.Runtime.CompilerServices;
namespace Ghost.Core;
public unsafe readonly struct Ptr<T>
where T : unmanaged
{
public readonly T* value;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Ptr(T* value)
{
this.value = value;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator T*(Ptr<T> ptr)
{
return ptr.value;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator Ptr<T>(T* value)
{
return new Ptr<T>(value);
}
}