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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@@ -52,9 +52,9 @@ public class RenderExtractionSystem : ISystem
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ref readonly var camLtwRef = ref camLtw.Get();
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// TODO: Classify transparent objects into a separate render list and render via oit.
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var renderList = new RenderList(1, 64, Allocator.FreeList);
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var transparentRenderList = new RenderList(1, 64, Allocator.FreeList);
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var shadowCasterRenderList = new RenderList(1, 64, Allocator.FreeList);
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var renderList = new RenderList(1, 64, AllocationHandle.FreeList);
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var transparentRenderList = new RenderList(1, 64, AllocationHandle.FreeList);
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var shadowCasterRenderList = new RenderList(1, 64, AllocationHandle.FreeList);
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// TODO: This chould be done in earallel jobs.
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foreach (var chunk in meshQuery.GetChunkIterator())
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