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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@@ -1,5 +1,3 @@
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using Ghost.Editor.Core.AssetHandle;
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using Ghost.Data.Services;
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using Ghost.Core;
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namespace Ghost.UnitTest;
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@@ -330,7 +328,7 @@ public class AssetDatabaseIntegrationTest
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var tasks = new List<Task>();
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var fileNames = new List<string>();
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for (int i = 0; i < 10; i++)
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for (var i = 0; i < 10; i++)
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{
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var fileName = $"race{i}.txt";
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fileNames.Add(fileName);
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@@ -1,5 +1,3 @@
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using Ghost.Editor.Core.AssetHandle;
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using Ghost.Editor.Core.AssetHandle.Importers;
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using System.Text.Json;
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namespace Ghost.UnitTest;
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