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