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

@@ -134,7 +134,7 @@ internal sealed class RenderGraphExecutor
{
Texture = nativePass.hasDepthAttachment
? _resources.GetResource(nativePass.depthAttachment.texture).backingResource.AsTexture()
: Handle<Texture>.Invalid,
: Handle<GPUTexture>.Invalid,
ClearDepth = nativePass.depthAttachment.clearDepth,
ClearStencil = nativePass.depthAttachment.clearStencil,
DepthLoadOp = nativePass.hasDepthAttachment