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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@@ -1,7 +1,6 @@
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using Ghost.Core;
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using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.Collections;
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using Misaki.HighPerformance.LowLevel;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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@@ -279,7 +278,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
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return null;
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}
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public void ScheduleReleaseResource(Handle<GPUResource> handle)
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public void ReleaseResource(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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