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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@@ -42,7 +42,7 @@ public partial class EntityQueryTest : ITest
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{
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var entities = (Span<Entity>)stackalloc Entity[1000];
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using var scope = AllocationManager.CreateStackScope();
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using var scope = AllocationManager.CreateStackScope();
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using var set = new ComponentSet(scope.AllocationHandle, ComponentTypeID<Transform>.Value);
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_world.EntityManager.CreateEntities(entities, set);
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@@ -1,7 +1,5 @@
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using BenchmarkDotNet.Running;
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using Ghost.Entities.Test;
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using Ghost.Test.Core;
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using Misaki.HighPerformance.LowLevel.Buffer;
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//AllocationManager.EnableDebugLayer();
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//TestRunner.Run<SerializationTest>();
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@@ -11,7 +11,7 @@ internal class SystemTest : ITest
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_world = World.Create();
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}
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public void Run()
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public void Run()
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{
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var group = _world.SystemManager.GetSystem<DefaultSystemGroup>();
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group.AddSystem<TestSystemB>();
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