Refactor asset pipeline: new registry, loader, and runtime

Major overhaul of asset system:
- Split assets into source, .gmeta (JSON), and cooked .imported binaries
- Replaced Asset base class; added TextureAsset, TextureLoader
- AssetManager now uses job-based, dependency-aware loading
- Unified IAssetHandler API; removed legacy handler interfaces
- Updated D3D12 allocator and graphics code for new resource model
- Improved error handling, memory management, and GPU upload logic
- Updated docs and removed obsolete code/interfaces
This commit is contained in:
2026-04-18 01:46:37 +09:00
parent 13bf1501e4
commit abd5ad74d5
32 changed files with 4348 additions and 570 deletions

View File

@@ -20,7 +20,7 @@
<ItemGroup>
<PackageReference Include="Misaki.HighPerformance" Version="1.0.7" />
<PackageReference Include="Misaki.HighPerformance.Jobs" Version="1.5.9" />
<PackageReference Include="Misaki.HighPerformance.Jobs" Version="1.6.1" />
<PackageReference Include="Misaki.HighPerformance.LowLevel" Version="1.6.13">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>