Files
GhostEngine/Ghost.Entities/Query/QueryTypeParameter.cs
Misaki eafbfb2fa1 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.
2025-08-01 21:34:48 +09:00

42 lines
774 B
C#

using Ghost.Entities.Components;
using System.Runtime.CompilerServices;
namespace Ghost.Entities.Query;
public interface IQueryTypeParameter
{
}
public ref struct CompRef<T> : IQueryTypeParameter
where T : IComponentData
{
internal ref T _value;
public ref T ValueRW
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => ref _value;
}
public readonly ref T ValueRO
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => ref _value;
}
public readonly bool IsValid
{
get;
init;
}
public CompRef(ref T value, bool isValid)
{
_value = ref value;
IsValid = isValid;
}
public CompRef(ref T value) : this(ref value, true)
{
}
}