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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@@ -47,7 +47,7 @@ public interface IRenderGraphBuilder : IDisposable
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/// <param name="accessMode">The access mode specifying how the texture will be read or written during the pass.</param>
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/// <returns>An identifier for the texture.</returns>
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Identifier<RGTexture> UseTexture(Identifier<RGTexture> texture, AccessFlags accessMode);
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/// <summary>
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/// Registers the specified buffer for use in the current render graph pass with the given access mode.
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/// </summary>
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@@ -195,7 +195,7 @@ internal class RenderGraphBuilder : IRasterRenderGraphBuilder, IComputeRenderGra
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_resources.SetProducer(handle.AsResource(), _pass.index);
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return handle;
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}
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public Identifier<RGBuffer> CreateBuffer(in BufferDesc desc, string name)
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{
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ThrowIfDisposed();
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@@ -211,7 +211,7 @@ internal class RenderGraphBuilder : IRasterRenderGraphBuilder, IComputeRenderGra
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ThrowIfDisposed();
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return UseResource(texture.AsResource(), flags, RenderGraphResourceType.Texture).AsTexture();
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}
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public Identifier<RGBuffer> UseBuffer(Identifier<RGBuffer> buffer, AccessFlags flags)
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{
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ThrowIfDisposed();
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