feat(graphics): refactor pipeline keying and allocators
Major refactor of graphics pipeline keying, shader cache, and resource allocation. Replaced most Allocator usage with AllocationHandle, modernized logger usage, and unified pipeline state keys. Updated MeshUtility to use AllocationHandle.FreeList. Added new shader pipeline architecture docs and improved error handling throughout. BREAKING CHANGE: Pipeline keying and resource allocation APIs have changed.
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@@ -345,7 +345,7 @@ public unsafe partial struct EntityQuery : IDisposable
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_id = id;
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_worldID = worldID;
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_mask = mask;
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_matchingArchetypes = new UnsafeList<Identifier<Archetype>>(8, Allocator.Persistent);
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_matchingArchetypes = new UnsafeList<Identifier<Archetype>>(8, AllocationHandle.Persistent);
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}
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// TODO: Fetching layout every time is not optimal. Cache them?
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@@ -642,7 +642,7 @@ public ref partial struct QueryBuilder : IDisposable
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public Identifier<EntityQuery> Build(World world, bool dispose = true)
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{
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BuildQueryMask(AllocationManager.GetAllocationHandle(Allocator.Persistent), out var mask);
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BuildQueryMask(AllocationHandle.Persistent, out var mask);
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var maskHash = mask.GetHashCode();
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var queryID = world.ComponentManager.GetEntityQueryIDByMaskHash(maskHash);
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