Refactor render graph error handling and resource APIs
- 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.
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@@ -205,7 +205,7 @@ public class ShaderVisitor : GhostShaderParserBaseVisitor<object>
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// Get the text between the braces
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var start = context.LBRACE().Symbol.StopIndex + 1;
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var stop = context.RBRACE().Symbol.StartIndex - 1;
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if (stop >= start)
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{
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var input = context.Start.InputStream;
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