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

@@ -53,7 +53,7 @@ internal sealed class RenderGraphContext : IRasterRenderContext, IComputeRenderC
private int _activeMeshIndexCount;
public IResourceManager ResourceManager => _resourceManager;
public int ActiveMeshIndexCount => _activeMeshIndexCount;
public ICommandBuffer CommandBuffer => _commandBuffer;
@@ -76,7 +76,7 @@ internal sealed class RenderGraphContext : IRasterRenderContext, IComputeRenderC
internal void SetRenderTargetFormats(ReadOnlySpan<TextureFormat> rtvFormats, TextureFormat dsvFormat)
{
for (int i = 0; i < RHIUtility.MAX_RENDER_TARGETS; i++)
for (var i = 0; i < RHIUtility.MAX_RENDER_TARGETS; i++)
{
_rtvFormats[i] = i < rtvFormats.Length ? rtvFormats[i] : TextureFormat.Unknown;
}