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:
2025-08-01 21:34:48 +09:00
parent 1284bb17de
commit eafbfb2fa1
43 changed files with 3845 additions and 2183 deletions

View File

@@ -20,16 +20,10 @@ var deconstructParams = Enumerable.Range(0, arity)
.Select(i => {
var name = $"c{i}";
return arity == 1
? $"out Ref<T0> {name}"
: $"out Ref<T{i}> {name}";
? $"out CompRef<T0> {name}"
: $"out CompRef<T{i}> {name}";
})
.Aggregate((a, b) => a + ", " + b);
var deconstructAssigns = Enumerable.Range(0, arity)
.Select(i => {
var name = $"c{i}";
return $"{name} = new (ref _pool{i}.GetRef(_entity));";
})
.Aggregate((a, b) => a + b);
#>
public readonly struct QueryItem<<#= generics #>>
<#= restrictions #>
@@ -57,7 +51,10 @@ public readonly struct QueryItem<<#= generics #>>
public void Deconstruct(out Entity entity, <#= deconstructParams #>)
{
entity = _entity;
<#= deconstructAssigns #>
<# for (int i = 0; i < arity; i++){ #>
c<#= i #> = new (ref _pool<#= i #>.GetRef(_entity));
<# } #>
}
}