Render extraction system & ECS/graphics refactor
Introduced RenderExtractionSystem for entity-based render data extraction. Added MeshInstance and MeshPalette components with shadow casting support. Refactored QueryBuilder API, SharedComponentStore, and component registration for clarity and flexibility. Updated SystemManager and SystemGroup to use SystemAPI. Replaced RenderingConfig with GraphicsEngineDesc/RenderSystemDesc. RenderFrame now uses CPU/GPU fence values for sync. Removed Camera.cs in favor of ECS-based rendering. Improved Material, RenderingLayerMask, Mesh, and RenderList APIs. Updated package references and fixed naming, error handling, and disposal issues.
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@@ -37,7 +37,7 @@ public sealed partial class GraphicsTestWindow : Window
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Misaki.HighPerformance.LowLevel.Buffer.AllocationManager.EnableDebugLayer();
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#endif
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_renderSystem = new RenderSystem(new RenderingConfig()
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_renderSystem = new RenderSystem(new RenderSystemDesc()
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{
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FrameBufferCount = 2,
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GraphicsAPI = GraphicsAPI.Direct3D12
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