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

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@@ -42,7 +42,7 @@ public partial class EntityQueryTest : ITest
{
var entities = (Span<Entity>)stackalloc Entity[1000];
using var scope = AllocationManager.CreateStackScope();
using var scope = AllocationManager.CreateStackScope();
using var set = new ComponentSet(scope.AllocationHandle, ComponentTypeID<Transform>.Value);
_world.EntityManager.CreateEntities(entities, set);

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@@ -1,7 +1,5 @@
using BenchmarkDotNet.Running;
using Ghost.Entities.Test;
using Ghost.Test.Core;
using Misaki.HighPerformance.LowLevel.Buffer;
//AllocationManager.EnableDebugLayer();
//TestRunner.Run<SerializationTest>();

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@@ -11,7 +11,7 @@ internal class SystemTest : ITest
_world = World.Create();
}
public void Run()
public void Run()
{
var group = _world.SystemManager.GetSystem<DefaultSystemGroup>();
group.AddSystem<TestSystemB>();