Render graph integration and resource management refactor
Introduces a full-featured render graph system with pass culling, resource aliasing, and automatic barrier generation. Refactors resource and barrier APIs, improves error handling, and unifies result types. Renderer and render passes now use the new graph-based workflow. Updates shader includes, adds a blit shader, and improves HLSL parsing. Removes dynamic descriptor heaps in favor of persistent ones. Project file now includes the render graph module. Lays the foundation for advanced rendering features and improved memory efficiency.
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@@ -434,7 +434,12 @@ public unsafe partial struct EntityQuery : IDisposable
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly ChunkIterator GetChunkIterator()
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{
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var world = World.GetWorld(_worldID).Value;
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var world = World.GetWorld(_worldID);
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if (world is null)
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{
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return default;
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}
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return new ChunkIterator(_matchingArchetypes.AsReadOnly(), world);
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}
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@@ -442,13 +447,12 @@ public unsafe partial struct EntityQuery : IDisposable
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public readonly int GetEntityCount()
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{
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var total = 0;
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var r = World.GetWorld(_worldID);
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if (r.IsFailure)
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var world = World.GetWorld(_worldID);
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if (world is null)
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{
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return 0;
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}
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var world = r.Value;
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for(var i = 0; i < _matchingArchetypes.Count; i++)
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{
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var archetypeID = _matchingArchetypes[i];
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