feat: 引入 RenderGraph、Application 框架、ECS 与资产句柄系统
架构分层(自上而下):
App(SandboxApp) → Application(生命周期+事件) → Scene(ECS) / AssetManager(句柄) → Renderer → RenderGraph → Vulkan 模块
- RenderGraph:声明式帧图。虚拟资源+生成号句柄、死 pass 剔除、
拓扑排序、资源生命周期、barrier 编译期预算(Synchronization2)、
物理镜像池按帧槽位隔离(帧间竞争从根上消除)
- 帧同步修复:per-frame-slot 命令缓冲与 UBO ring(原先单份存在
数据竞争);统一 kMaxFramesInFlight / FrameContext
- Application:生命周期钩子(OnInit/OnUpdate/OnRender/OnShutdown)
+ 事件系统(GLFW 回调 → POD 事件 → 类型化钩子);main 只 new 派生类
- ECS:自研稀疏集 Registry(Entity=(index,generation) 防悬空,
O(1) 增删查,Each 取最小池遍历);Scene 延迟销毁队列;
IdComponent{UUID} 稳定外部身份
- Assets:AssetManager + AssetHandle。组件存句柄不存裸指针/Ref
(单一所有者 + 多使用者),Renderer 删除 LoadModel 改为纯消费
- 修复退出析构:成员析构前 GPU waitIdle(资产层先于 Renderer
析构导致 VUID-00922 资源销毁时仍在使用)
- 引入 entt 子模块备用
validation 全程零错误零警告(RTX 5060 实测)
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//
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// Created by atdunbg on 2026/9/22.
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//
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#include <Engine/Assets/AssetManager.h>
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#include <Engine/Vulkan/Device.h>
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#include <Engine/Vulkan/MemoryAllocator.h>
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#include <Engine/Vulkan/DescriptorManager.h>
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#include <Engine/Core/Log.h>
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namespace Engine::Assets {
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AssetManager::AssetManager(Device& device, MemoryAllocator& allocator,
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DescriptorManager& descriptors,
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vk::DescriptorSetLayout textureLayout)
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: m_Device(device), m_Allocator(allocator),
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m_Descriptors(descriptors), m_TextureLayout(textureLayout)
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{
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ENGINE_INFO("AssetManager created");
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}
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ModelHandle AssetManager::LoadModel(const std::string& path)
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{
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return m_Models.Load(path, [this](const std::string& p) -> Scope<Model> {
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// GPU 上传在此发生:资产层调用渲染层接口完成 buffer/image 创建
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return CreateScope<Model>(
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m_Device, m_Allocator, m_Descriptors, m_TextureLayout, p);
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});
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}
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} // namespace Engine::Assets
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