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

@@ -1,10 +1,12 @@
using System.Drawing;
using System.Runtime.InteropServices;
namespace Ghost.Graphics.Data;
/// <summary>
/// Represents a color with 32-bit components."/>
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 4)]
public struct Color32 : IEquatable<Color32>
{
public byte r;
@@ -59,6 +61,7 @@ public struct Color32 : IEquatable<Color32>
/// <summary>
/// Represents a color with 128-bit components.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 16)]
public struct Color128 : IEquatable<Color128>
{
public float r;