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.
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@@ -1,7 +1,6 @@
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.Data;
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using Ghost.Graphics.RenderPasses;
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using System.Collections.Immutable;
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using Win32;
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using Win32.Graphics.Direct3D12;
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@@ -93,7 +92,7 @@ internal unsafe class Renderer
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_viewPortHeight = swapChainSurface.Height;
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_fenceEvent = new(false);
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_renderPasses = [new BindlessMeshRenderPass()];
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_renderPasses = [];
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InitializeSwapChain();
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InitializeFrameResource(out _frameResources);
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