forked from Misaki/GhostEngine
Refactor core systems and improve resource management
- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`. - Refactored `Result` struct for better error handling and chaining. - Removed `Ptr<T>` struct as it was no longer necessary. - Enhanced `Win32Utility` with `Attach` and `Dispose` methods. - Improved `ProjectService` and `AppStateMachine` with `Result` integration. - Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation. - Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class. - Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`. - Updated `SDLCompiler` for better error handling during shader generation. - Enhanced logging, debugging, and code readability across the codebase. - Performed general code cleanup, including unused namespace removal and naming consistency.
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@@ -59,7 +59,7 @@ public readonly struct GraphicsPipelineKey
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{
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if (!value.TryFormat(destination, out _, "X16"))
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{
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return Result.Fail("Failed to format GraphicsPipelineKey to string.");
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return Result.Failure("Failed to format GraphicsPipelineKey to string.");
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}
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destination[16] = '\0';
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@@ -166,7 +166,7 @@ public ref struct GraphicsPSODescriptor
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}
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}
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public readonly struct CBufferPropertyInfo
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public readonly record struct CBufferPropertyInfo
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{
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public string Name
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{
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@@ -184,7 +184,7 @@ public readonly struct CBufferPropertyInfo
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}
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}
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public readonly struct CBufferInfo
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public readonly record struct CBufferInfo
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{
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public string Name
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{
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