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

View File

@@ -79,6 +79,20 @@ public interface IRenderGraphBuilder : IDisposable
/// <param name="hint">Optional hint about how the buffer will be used.</param>
/// <returns>An identifier for the buffer.</returns>
Identifier<RGBuffer> UseBuffer(Identifier<RGBuffer> buffer, AccessFlags accessMode);
/// <summary>
/// Extracts the actual texture resource associated with the given identifier for use in outside of the render graph execution context.
/// </summary>
/// <param name="texture">The identifier of the texture to be extracted.</param>
/// <returns>A handle to the actual texture resource that can be used outside of the render graph execution context.</returns>
Handle<GPUTexture> ExtractTexture(Identifier<RGTexture> texture);
/// <summary>
/// Extracts the actual buffer resource associated with the given identifier for use in outside of the render graph execution context.
/// </summary>
/// <param name="buffer">The identifier of the buffer to be extracted.</param>
/// <returns>A handle to the actual buffer resource that can be used outside of the render graph execution context.</returns>
Handle<GPUBuffer> ExtractBuffer(Identifier<RGBuffer> buffer);
}
public interface IRasterRenderGraphBuilder : IRenderGraphBuilder
@@ -254,6 +268,17 @@ internal class RenderGraphBuilder : IRasterRenderGraphBuilder, IComputeRenderGra
return UseResource(buffer.AsResource(), flags, RenderGraphResourceType.Buffer).AsBuffer();
}
// TODO: Implement ExtractTexture and ExtractBuffer to allow users to get the actual GPU resources for use outside of the render graph execution context.
public Handle<GPUTexture> ExtractTexture(Identifier<RGTexture> texture)
{
throw new NotImplementedException();
}
public Handle<GPUBuffer> ExtractBuffer(Identifier<RGBuffer> buffer)
{
throw new NotImplementedException();
}
public Identifier<RGTexture> UseRandomAccessTexture(Identifier<RGTexture> texture)
{
ThrowIfDisposed();