- Refactor D3D12 backend and RenderGraph module - Update graphics RHI and core rendering components - Add Random.hlsl shader include - Regenerate API documentation and update user guides
157 lines
6.1 KiB
HTML
157 lines
6.1 KiB
HTML
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<h1 id="entity-command-buffer">Entity Command Buffer</h1>
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<p><code>EntityCommandBuffer</code> (ECB) records structural operations and replays them later.</p>
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<p>Use it when you cannot safely mutate structure immediately (for example, while iterating query results or inside parallel jobs).</p>
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<h2 id="why-use-ecb">Why Use ECB</h2>
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<ul>
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<li>Avoid structural modifications during active iteration.</li>
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<li>Batch operations into one playback phase.</li>
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<li>Use thread-local command buffers in multithreaded jobs.</li>
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</ul>
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<h2 id="recorded-operations">Recorded Operations</h2>
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<p>The ECB supports recording:</p>
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<ul>
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<li>create entity,</li>
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<li>create entity with component set,</li>
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<li>destroy entity,</li>
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<li>add component,</li>
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<li>remove component,</li>
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<li>set component.</li>
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</ul>
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<h2 id="basic-usage">Basic Usage</h2>
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<pre><code class="lang-csharp">var world = World.Create();
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var ecb = world.EntityCommandBuffer;
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ecb.CreateEntity(count: 100);
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var entity = world.EntityManager.CreateEntity();
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ecb.AddComponent(entity, new Velocity { X = 1, Y = 0, Z = 0 });
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ecb.SetComponent(entity, new Velocity { X = 2, Y = 0, Z = 0 });
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</code></pre>
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<h2 id="thread-local-ecb">Thread-Local ECB</h2>
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<p>When a world has a <code>JobScheduler</code>, obtain per-thread buffers:</p>
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<pre><code class="lang-csharp">var threadLocal = world.GetThreadLocalEntityCommandBuffer(threadIndex);
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threadLocal.DestroyEntity(entity);
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</code></pre>
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<p>Then playback all buffers at a sync point:</p>
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<p>Playback is performed by the world/runtime update flow at synchronization points.</p>
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<h2 id="notes">Notes</h2>
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<ul>
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<li>Playback executes in recording order per buffer.</li>
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<li>Playback clears internal command data (<code>Reset</code>) after execution.</li>
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<li>ECB does not replace dependency handling; you still need proper job synchronization before playback.</li>
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</ul>
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