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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@@ -1,10 +1,7 @@
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using Ghost.Core;
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using Ghost.Core.Graphics;
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using Ghost.Core.Utilities;
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using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel;
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using Misaki.HighPerformance.LowLevel.Collections;
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using System.Runtime.CompilerServices;
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.Windows;
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@@ -504,6 +501,11 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
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private Handle<GPUResource> TrackAllocation(D3D12MA_Allocation* allocation, ResourceBarrierData barrierData, ResourceViewGroup resourceDescriptor, ResourceDesc desc, string name, bool isTemp)
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{
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var handle = _resourceDatabase.AddAllocation(allocation, barrierData, resourceDescriptor, desc, name);
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if (isTemp)
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{
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_resourceDatabase.ReleaseResource(handle);
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}
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return handle;
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}
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@@ -830,7 +832,7 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
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offset = 0;
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var handle = CreateBuffer(in bufferDesc, "TempUploadBuffer", options);
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_resourceDatabase.ScheduleReleaseResource(handle.AsResource());
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_resourceDatabase.ReleaseResource(handle.AsResource());
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return handle;
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}
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}
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