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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@@ -99,7 +99,6 @@ internal class D3D12ResourceDatabase : IResourceDatabase
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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// TODO: Change AOS to SOA?
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private UnsafeSlotMap<ResourceRecord> _resources;
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private UnsafeHashMap<SamplerDesc, Identifier<Sampler>> _samplers;
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#if DEBUG || GHOST_EDITOR
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