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

@@ -21,7 +21,7 @@ public interface IRenderDevice : IDisposable
/// <summary>
/// Graphics command queue for rendering operations
/// </summary>
public ICommandQueue GraphicsQueue
ICommandQueue GraphicsQueue
{
get;
}
@@ -29,7 +29,7 @@ public interface IRenderDevice : IDisposable
/// <summary>
/// Compute command queue for compute shader operations
/// </summary>
public ICommandQueue ComputeQueue
ICommandQueue ComputeQueue
{
get;
}
@@ -37,12 +37,12 @@ public interface IRenderDevice : IDisposable
/// <summary>
/// Copy command queue for data transfer operations
/// </summary>
public ICommandQueue CopyQueue
ICommandQueue CopyQueue
{
get;
}
public FeatureSupport FeatureSupport
FeatureSupport FeatureSupport
{
get;
}