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