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.
This commit is contained in:
2025-11-23 15:02:37 +09:00
parent 5c4e1a3350
commit dfe786a2aa
46 changed files with 1193 additions and 733 deletions

View File

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