Update rendering architecture and resource management
Added a new `Ref<T>` struct for reference semantics. Added the `RenderGraph` system for managing rendering passes. Added the `RenderTexture` class for encapsulating GPU resources. Added `GraphicsBuffer` class for effective GPU resource management. Changed `CommandList` methods from public to internal for visibility control. Changed `IRenderPass` interface from internal to public for accessibility. Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`. Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`. Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`. Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency. Changed `QueryItem<T0>` and related structs to use `CompRef<T>`. Changed `Material` class to support bindless textures. Changed `Shader` class to support bindless rendering. Changed `Mesh` class to support bindless vertex and index buffer access. Updated documentation to reflect the new bindless rendering architecture.
This commit is contained in:
@@ -15,7 +15,7 @@ public unsafe readonly struct ComponentObject
|
||||
_entity = entity;
|
||||
}
|
||||
|
||||
public Ref<T> GetData<T>()
|
||||
public CompRef<T> GetData<T>()
|
||||
where T : unmanaged, IComponentData
|
||||
{
|
||||
return _world.EntityManager.GetComponent<T>(_entity);
|
||||
|
||||
Reference in New Issue
Block a user