forked from Misaki/GhostEngine
Improve the usability of Result<T, E> and add new job schedule method to EntityQuery.
Added implicate conversion to Result<T, E> and RefResult<T, E>; Added new ScheduleChunkParallel in EntityQuery; Remove Ghost.SparseEntity from solution file. It's now completlty replaced by Ghost.Entities;
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@@ -98,7 +98,7 @@ internal struct GraphicsPipelineHash
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// Do we need to store blend state?
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// TODO: Variants
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public GraphicsPipelineKey GetKey()
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public readonly GraphicsPipelineKey GetKey()
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{
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Span<ulong> data = stackalloc ulong[3 + D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT];
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data[0] = Id.value;
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@@ -731,7 +731,7 @@ public struct CommandError
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get; set;
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}
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public ResultStatus Status
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public ErrorStatus Status
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{
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get; set;
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}
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@@ -988,4 +988,4 @@ public enum ComparisonFunction
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NotEqual,
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GreaterEqual,
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Always
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}
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}
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