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

@@ -292,12 +292,12 @@ public struct RenderDesc
}
// The "Target" (Where to write pixels)
public Handle<Texture> Target
public Handle<GPUTexture> Target
{
get; set;
}
public Handle<Texture> DepthTarget
public Handle<GPUTexture> DepthTarget
{
get; set;
}
@@ -377,7 +377,7 @@ public struct SubResourceData
public struct PassRenderTargetDesc
{
public Handle<Texture> Texture
public Handle<GPUTexture> Texture
{
get; set;
}
@@ -407,7 +407,7 @@ public struct PassRenderTargetDesc
public struct PassDepthStencilDesc
{
public Handle<Texture> Texture
public Handle<GPUTexture> Texture
{
get; set;
}