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

@@ -126,7 +126,7 @@ public unsafe partial class TestRenderPipeline : IRenderPipeline
continue; // Nothing to render
}
Handle<Texture> rt;
Handle<GPUTexture> rt;
if (request.swapChainIndex < 0)
{
rt = request.colorTarget;

View File

@@ -81,7 +81,7 @@ public sealed partial class GraphicsTestWindow : Window
_world.EntityManager.SetComponent(cameraEntity, new Camera
{
swapChainIndex = 0,
depthTarget = Handle<Texture>.Invalid,
depthTarget = Handle<GPUTexture>.Invalid,
nearClipPlane = 0.1f,
farClipPlane = 1000.0f,
focalLength = 50.0f,