forked from Misaki/GhostEngine
- 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.
16 lines
319 B
C#
16 lines
319 B
C#
namespace Ghost.MeshOptimizer
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{
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public partial struct meshopt_VertexCacheStatistics
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{
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[NativeTypeName("unsigned int")]
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public uint vertices_transformed;
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[NativeTypeName("unsigned int")]
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public uint warps_executed;
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public float acmr;
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public float atvr;
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}
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}
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