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

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using Ghost.Graphics.Data;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.RenderGraphModule;
/// <summary>
/// Context passed to render pass execution functions
/// </summary>
public readonly struct RenderPassContext
{
internal readonly int PassIndex;
// TODO: Add command list and other rendering context when available
internal RenderPassContext(int passIndex)
{
PassIndex = passIndex;
}
}
/// <summary>
/// Builder for configuring render pass resource dependencies
/// </summary>
public sealed class RenderPassBuilder
{
private readonly RenderGraph _renderGraph;
private readonly int _passIndex;
private readonly List<ResourceAccess> _resourceAccesses;
internal RenderPassBuilder(RenderGraph renderGraph, int passIndex)
{
_renderGraph = renderGraph;
_passIndex = passIndex;
_resourceAccesses = new List<ResourceAccess>();
}
internal IReadOnlyList<ResourceAccess> ResourceAccesses => _resourceAccesses;
/// <summary>
/// Declare a texture read dependency
/// </summary>
public RGTextureHandle ReadTexture(RGTextureHandle handle)
{
if (!handle.IsValid)
throw new ArgumentException("Invalid texture handle", nameof(handle));
_resourceAccesses.Add(new ResourceAccess(handle._resourceId, ResourceAccessType.Read, _passIndex));
_renderGraph.UpdateResourceLifetime(handle._resourceId, _passIndex);
return handle;
}
/// <summary>
/// Declare a texture write dependency
/// </summary>
public RGTextureHandle WriteTexture(RGTextureHandle handle)
{
if (!handle.IsValid)
throw new ArgumentException("Invalid texture handle", nameof(handle));
_resourceAccesses.Add(new ResourceAccess(handle._resourceId, ResourceAccessType.Write, _passIndex));
_renderGraph.UpdateResourceLifetime(handle._resourceId, _passIndex);
return handle;
}
/// <summary>
/// Declare a texture read-write dependency
/// </summary>
public RGTextureHandle ReadWriteTexture(RGTextureHandle handle)
{
if (!handle.IsValid)
throw new ArgumentException("Invalid texture handle", nameof(handle));
_resourceAccesses.Add(new ResourceAccess(handle._resourceId, ResourceAccessType.ReadWrite, _passIndex));
_renderGraph.UpdateResourceLifetime(handle._resourceId, _passIndex);
return handle;
}
/// <summary>
/// Declare a buffer read dependency
/// </summary>
public RGBufferHandle ReadBuffer(RGBufferHandle handle)
{
if (!handle.IsValid)
throw new ArgumentException("Invalid buffer handle", nameof(handle));
_resourceAccesses.Add(new ResourceAccess(handle._resourceId, ResourceAccessType.Read, _passIndex));
_renderGraph.UpdateResourceLifetime(handle._resourceId, _passIndex);
return handle;
}
/// <summary>
/// Declare a buffer write dependency
/// </summary>
public RGBufferHandle WriteBuffer(RGBufferHandle handle)
{
if (!handle.IsValid)
throw new ArgumentException("Invalid buffer handle", nameof(handle));
_resourceAccesses.Add(new ResourceAccess(handle._resourceId, ResourceAccessType.Write, _passIndex));
_renderGraph.UpdateResourceLifetime(handle._resourceId, _passIndex);
return handle;
}
/// <summary>
/// Declare a buffer read-write dependency
/// </summary>
public RGBufferHandle ReadWriteBuffer(RGBufferHandle handle)
{
if (!handle.IsValid)
throw new ArgumentException("Invalid buffer handle", nameof(handle));
_resourceAccesses.Add(new ResourceAccess(handle._resourceId, ResourceAccessType.ReadWrite, _passIndex));
_renderGraph.UpdateResourceLifetime(handle._resourceId, _passIndex);
return handle;
}
/// <summary>
/// Create a new transient texture within this pass
/// </summary>
public RGTextureHandle CreateTexture(string name, TextureDescription description)
{
return _renderGraph.CreateTexture(name, ResourceLifetime.Transient, description);
}
/// <summary>
/// Create a new transient buffer within this pass
/// </summary>
public RGBufferHandle CreateBuffer(string name, BufferDescription description)
{
return _renderGraph.CreateBuffer(name, ResourceLifetime.Transient, description);
}
}