Files
GhostEngine/Ghost.Entities/Query/QueryFilter.cs
Misaki 0720444c2c Refactor and enhance resource management and rendering
Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include:

- Upgraded package dependencies in project files.
- Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers.
- Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling.
- Added validation for constant buffer sizes in `D3D12PipelineLibrary`.
- Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values.
- Enhanced debugging with `GPUResourceLeakException` and resource tracking updates.
- Updated shaders and rendering logic for testing, including hardcoded triangle rendering.
- Removed redundant base classes and interfaces for cleaner code structure.
2025-11-26 01:48:24 +09:00

97 lines
2.6 KiB
C#

using Ghost.Core;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Entities.Query;
public struct QueryFilter : IDisposable
{
//private readonly Stack.Scope _scope;
internal UnsafeList<TypeHandle> _all;
internal UnsafeList<TypeHandle> _any;
internal UnsafeList<TypeHandle> _absent;
internal UnsafeList<TypeHandle> _disabled;
public QueryFilter()
{
//_scope = AllocationManager.CreateStackScope();
_all = new UnsafeList<TypeHandle>(4, Allocator.Stack);
_any = new UnsafeList<TypeHandle>(4, Allocator.Stack);
_absent = new UnsafeList<TypeHandle>(4, Allocator.Stack);
_disabled = new UnsafeList<TypeHandle>(4, Allocator.Stack);
}
public readonly UnsafeBitSet ComputeFilterBitMask(World world, Allocator allocator)
{
UnsafeBitSet allMask = default;
UnsafeBitSet anyMask = default;
UnsafeBitSet absentMask = default;
var result = new UnsafeBitSet(world.EntityManager.EntityCount, allocator);
result.ClearAll();
using (AllocationManager.CreateStackScope())
{
foreach (var typeHandle in _all)
{
var mask = world.ComponentStorage.GetOrCreateMask(typeHandle);
if (!allMask.IsCreated)
{
allMask = new UnsafeBitSet(mask.Count, Allocator.Stack, AllocationOption.None);
allMask.SetAll();
}
allMask.And(mask);
}
foreach (var typeHandle in _any)
{
var mask = world.ComponentStorage.GetOrCreateMask(typeHandle);
if (!anyMask.IsCreated)
{
anyMask = new UnsafeBitSet(mask.Count, Allocator.Stack);
}
anyMask.And(mask);
}
foreach (var typeHandle in _absent)
{
var mask = world.ComponentStorage.GetOrCreateMask(typeHandle);
if (!absentMask.IsCreated)
{
absentMask = new UnsafeBitSet(mask.Count, Allocator.Stack);
}
absentMask.Or(mask);
}
if (allMask.IsCreated)
{
result.And(allMask);
}
if (anyMask.IsCreated)
{
result.And(anyMask);
}
if (absentMask.IsCreated)
{
result.ANDC(absentMask);
}
}
return result;
}
public readonly void Dispose()
{
//_scope.Dispose();
}
}