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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@@ -114,7 +114,7 @@ public struct Color128 : IEquatable<Color128>
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return obj is Color128 color && Equals(color);
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}
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public readonly override int GetHashCode()
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public override readonly int GetHashCode()
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{
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return HashCode.Combine(r, g, b, a);
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}
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@@ -587,7 +587,7 @@ public struct ResourceDesc
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}
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internal resource_union _desc;
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public ResourceType Type
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{
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get; init;
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