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