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)
This commit is contained in:
2026-09-22 13:46:05 +08:00
parent 7d628f8d8a
commit 8afdd9b245
33 changed files with 3013 additions and 561 deletions
+15 -17
View File
@@ -9,28 +9,26 @@
namespace Engine {
UniformBuffer::UniformBuffer(Device& device, MemoryAllocator& allocator, u64 size)
UniformBuffer::UniformBuffer(Device& device, MemoryAllocator& allocator,
u64 size, u32 frameCount)
: m_Size(size)
{
// Uniform Buffer 需要 CPU 每帧更新,所以用 HOST_VISIBLE | HOST_COHERENT
m_Buffer = CreateScope<Buffer>(
device, allocator,
size,
vk::BufferUsageFlagBits::eUniformBuffer,
vk::MemoryPropertyFlagBits::eHostVisible |
vk::MemoryPropertyFlagBits::eHostCoherent);
m_Buffers.reserve(frameCount);
for (u32 i = 0; i < frameCount; ++i) {
// Uniform Buffer 需要 CPU 每帧更新,所以用 HOST_VISIBLE | HOST_COHERENT
m_Buffers.push_back(CreateScope<Buffer>(
device, allocator, size,
vk::BufferUsageFlagBits::eUniformBuffer,
vk::MemoryPropertyFlagBits::eHostVisible |
vk::MemoryPropertyFlagBits::eHostCoherent));
}
ENGINE_INFO("UniformBuffer created: {} bytes", size);
ENGINE_INFO("UniformBuffer created: {} bytes x {} frames", size, frameCount);
}
UniformBuffer::~UniformBuffer()
void UniformBuffer::Update(u32 frameSlot, const void* data, u64 size)
{
// Buffer 析构时自动销毁 vk::Buffer,内存由 MemoryAllocator 统一释放
m_Buffers[frameSlot]->Upload(data, size);
}
void UniformBuffer::Update(const void* data, u64 size)
{
m_Buffer->Upload(data, size);
}
} // namespace Engine
} // namespace Engine