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.
This commit is contained in:
2026-02-25 19:08:54 +09:00
parent 30090f84ab
commit 162b71f309
93 changed files with 537 additions and 593 deletions

View File

@@ -71,15 +71,15 @@ internal static class {name}
public static void RegisterIComponentTypes()
{{");
foreach (var symbol in components.Distinct(SymbolEqualityComparer.Default))
{
if (symbol is null) continue;
foreach (var symbol in components.Distinct(SymbolEqualityComparer.Default))
{
if (symbol is null) continue;
sb.Append($@"
sb.Append($@"
global::Ghost.Entities.ComponentRegistry.GetOrRegisterComponentID<{symbol.ToDisplayString(SymbolDisplayFormat.FullyQualifiedFormat)}>();");
}
}
sb.Append(@"
sb.Append(@"
}
}");