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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@@ -35,11 +35,11 @@ public interface IResourceDatabase
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/// Retrieves the current state of the specified resource.
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/// </summary>
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/// <param name="handle">The handle that uniquely identifies the resource whose state is to be retrieved.</param>
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/// <returns>A ResourceState value representing the current state of the resource associated with the specified handle.</returns>
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/// <returns>A ResourceState Value representing the current state of the resource associated with the specified handle.</returns>
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ResourceState GetResourceState(Handle<GPUResource> handle);
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/// <summary>
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/// Sets the state of the specified resource handle to the given value.
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/// Sets the state of the specified resource handle to the given Value.
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/// </summary>
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/// <param name="handle">The handle that identifies the resource whose state will be updated.</param>
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/// <param name="state">The new state to assign to the resource represented by <paramref name="handle"/>.</param>
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