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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@@ -109,14 +109,12 @@ shader "MyShader/Standard"
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// float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
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// return perMaterialData.color * blendedColor + input.color;
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// TODO: Randome color on meshlet.
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// return 1.0;
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uint hash = PCGHash(input.meshletID);
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float r = float((hash & 0xFF0000u) >> 16) / 255.0;
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float g = float((hash & 0x00FF00u) >> 8) / 255.0;
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float b = float((hash & 0x0000FFu)) / 255.0;
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return float4(r, g, b, 1.0);
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}
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}
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