feat(rhi)!: refactor resource handles to GPUTexture/GPUBuffer

Refactored all graphics resource handles to use Handle<GPUTexture> and Handle<GPUBuffer> instead of Handle<Texture> and Handle<GraphicsBuffer>. Updated all APIs, interfaces, and implementations to use the new types, including ICommandBuffer, IResourceAllocator, ISwapChain, IRenderOutput, IRenderGraphBuilder, and related classes. Introduced TempJobAllocator for frame-latency-aware allocations. Updated ResourceHandleExtensions for new conversions. Performed minor code cleanups and removed the empty ClusterLod.cs file.

BREAKING CHANGE: All usages of Handle<Texture> and Handle<GraphicsBuffer> are replaced with Handle<GPUTexture> and Handle<GPUBuffer>. This affects all APIs and resource management code. Callers must update their code to use the new handle types.
This commit is contained in:
2026-03-30 21:27:16 +09:00
parent b28b32f502
commit 89e6c68f2a
32 changed files with 447 additions and 270 deletions

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@@ -24,8 +24,8 @@ public unsafe struct Camera : IComponent
public int swapChainIndex; // The index of the swap chain to render to. -1 means render to rt only.
public int priority;
public Handle<Texture> colorTarget;
public Handle<Texture> depthTarget;
public Handle<GPUTexture> colorTarget;
public Handle<GPUTexture> depthTarget;
// TODO: Add more render targets like motion vector, etc.
// Custim render function. If it's not null, the render system will call this function instead of the default render pipeline.