forked from Misaki/GhostEngine
Refactor render graph error handling and resource APIs
- RenderGraph.Compile/Execute now return Error for better failure detection; error handling is propagated throughout compiler and executor. - Renamed ScheduleReleaseResource to ReleaseResource for clarity; updated all usages. - ResourceManager now calls ReleaseResource directly on Mesh, Material, and Shader types. - Camera exposes Actual/Virtual size properties and Render returns Error. - RenderingContext now uses IResourceManager for mesh/resource ops. - Replaced custom BinaryWriter with BufferWriter in RenderGraphHasher. - Improved variable naming, interface signatures, and code formatting. - Added Error extension for IsSuccess/IsFailure. - Minor FMOD/native interop and test code cleanups. - No breaking API changes except for new Error return values on some methods.
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@@ -95,7 +95,7 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
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#region DSV Methods
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public Identifier<DSVDescriptor> AllocateDSV()
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public Identifier<DSVDescriptor> AllocateDSV()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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