Refactor error handling and improve type safety
Refactored error handling across the codebase by replacing exceptions with `Result`-based error handling for better robustness and consistency. - Updated `ResultExtensions` to use `EqualityComparer` for comparisons. - Enhanced `RenderingContext` with `GetValueOrThrow` for resource validation and added type constraints for texture methods. - Introduced `CommandError` and `RecordError` in `D3D12CommandBuffer` for improved error tracking. - Refactored `D3D12ResourceDatabase` to use `Result` objects for resource queries. - Updated `ICommandBuffer` and `IResourceDatabase` interfaces to return `Result` objects. - Improved type safety by replacing `int` with `uint` where appropriate. - Simplified texture handling in `MeshRenderPass` with new `CreateTexture` logic. - Cleaned up project files by removing unused and redundant entries. These changes enhance code maintainability, improve error reporting, and ensure type safety throughout the project.
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@@ -1,3 +1,4 @@
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using Ghost.Core;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Utilities;
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@@ -134,7 +135,7 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
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{
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ThrowIfDisposed();
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_copyCommandBuffer.End();
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_copyCommandBuffer.End().ThrowIfFailed();
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_resourceAllocator.ReleaseTempResources();
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_descriptorAllocator.ResetCbvSrvUavDynamicHeap();
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_descriptorAllocator.ResetDSVDynamicHeap();
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