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