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

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using System.Runtime.CompilerServices;
using Win32.Graphics.D3D12MemoryAllocator;
namespace Ghost.Graphics.Data;
internal readonly struct ResourceHandle : IEquatable<ResourceHandle>, IDisposable
{
private const int _INVALID_ID = -1;
public readonly int id;
public readonly uint generation;
public static ResourceHandle Invalid => new(-1, 0);
internal ResourceHandle(int id, uint generation)
{
this.id = id;
this.generation = generation;
}
public bool IsValid => id != _INVALID_ID && generation >= 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Allocation GetAllocation()
{
if (!IsValid)
{
throw new InvalidOperationException("Cannot get allocation from an invalid AllocationHandle.");
}
return GraphicsPipeline.ResourceAllocator.GetAllocation(this);
}
public bool Equals(ResourceHandle other)
{
return id == other.id && generation == other.generation;
}
public override int GetHashCode()
{
unchecked
{
return (id * 397) ^ (int)generation;
}
}
public override bool Equals(object? obj)
{
return obj is ResourceHandle handle && Equals(handle);
}
public void Dispose()
{
GraphicsPipeline.ResourceAllocator.ReleaseAllocation(this);
}
public static implicit operator Allocation(ResourceHandle handle)
{
if (!handle.IsValid)
{
throw new InvalidOperationException("Cannot convert an invalid AllocationHandle to Allocation.");
}
return handle.GetAllocation();
}
public static bool operator ==(ResourceHandle left, ResourceHandle right)
{
return left.Equals(right);
}
public static bool operator !=(ResourceHandle left, ResourceHandle right)
{
return !(left == right);
}
}
public readonly struct TextureHandle : IEquatable<TextureHandle>, IDisposable
{
private readonly ResourceHandle _resourceHandle;
internal ResourceHandle ResourceHandle => _resourceHandle;
internal TextureHandle(ResourceHandle resourceHandle)
{
_resourceHandle = resourceHandle;
}
public bool IsValid => _resourceHandle.IsValid;
public bool Equals(TextureHandle other)
{
return _resourceHandle.Equals(other._resourceHandle);
}
public override bool Equals(object? obj)
{
return obj is TextureHandle other && Equals(other);
}
public override int GetHashCode()
{
return _resourceHandle.GetHashCode();
}
public void Dispose()
{
_resourceHandle.Dispose();
}
public static bool operator ==(TextureHandle left, TextureHandle right)
{
return left.Equals(right);
}
public static bool operator !=(TextureHandle left, TextureHandle right)
{
return !(left == right);
}
}
public readonly struct BufferHandle : IEquatable<BufferHandle>, IDisposable
{
private readonly ResourceHandle _resourceHandle;
internal ResourceHandle ResourceHandle => _resourceHandle;
internal BufferHandle(ResourceHandle resourceHandle)
{
_resourceHandle = resourceHandle;
}
public bool IsValid => _resourceHandle.IsValid;
public bool Equals(BufferHandle other)
{
return _resourceHandle.Equals(other._resourceHandle);
}
public override bool Equals(object? obj)
{
return obj is BufferHandle other && Equals(other);
}
public override int GetHashCode()
{
return _resourceHandle.GetHashCode();
}
public void Dispose()
{
_resourceHandle.Dispose();
}
public static bool operator ==(BufferHandle left, BufferHandle right)
{
return left.Equals(right);
}
public static bool operator !=(BufferHandle left, BufferHandle right)
{
return !(left == right);
}
}