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