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.
This commit is contained in:
2025-11-30 19:06:31 +09:00
parent 0ec318a9ab
commit 85280c746d
15 changed files with 244 additions and 126 deletions

View File

@@ -263,8 +263,8 @@ public struct RectDesc
public struct SubResourceData
{
public unsafe void* pData;
public nint rowPitch;
public nint slicePitch;
public uint rowPitch;
public uint slicePitch;
}
public struct PassRenderTargetDesc
@@ -303,7 +303,7 @@ public struct PassDepthStencilDesc
public struct BarrierDesc
{
public Handle<GraphicsBuffer> Resource
public Handle<GPUResource> Resource
{
get; set;
}
@@ -681,6 +681,24 @@ public struct BufferDesc
}
}
public struct CommandError
{
public int CommandIndex
{
get; set;
}
public string CommandName
{
get; set;
}
public ResultStatus Status
{
get; set;
}
}
/// <summary>
/// Swap chain description
/// </summary>