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

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