Improve the usability of Result<T, E> and add new job schedule method to EntityQuery.
Added implicate conversion to Result<T, E> and RefResult<T, E>; Added new ScheduleChunkParallel in EntityQuery; Remove Ghost.SparseEntity from solution file. It's now completlty replaced by Ghost.Entities;
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@@ -98,7 +98,7 @@ internal struct GraphicsPipelineHash
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// Do we need to store blend state?
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// TODO: Variants
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public GraphicsPipelineKey GetKey()
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public readonly GraphicsPipelineKey GetKey()
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{
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Span<ulong> data = stackalloc ulong[3 + D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT];
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data[0] = Id.value;
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@@ -731,7 +731,7 @@ public struct CommandError
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get; set;
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}
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public ResultStatus Status
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public ErrorStatus Status
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{
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get; set;
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}
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@@ -988,4 +988,4 @@ public enum ComparisonFunction
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NotEqual,
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GreaterEqual,
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Always
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}
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}
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@@ -39,7 +39,7 @@ public interface IResourceDatabase : IDisposable
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/// </summary>
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/// <param name="handle">The handle that uniquely identifies the resource whose state is to be retrieved.</param>
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/// <returns>A ResourceState Value representing the current state of the resource associated with the specified handle.</returns>
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Result<ResourceState, ResultStatus> GetResourceState(Handle<GPUResource> handle);
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Result<ResourceState, ErrorStatus> GetResourceState(Handle<GPUResource> handle);
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/// <summary>
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/// Sets the state of the specified resource handle to the given Value.
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@@ -53,14 +53,14 @@ public interface IResourceDatabase : IDisposable
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/// </summary>
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/// <param name="handle">A handle that identifies the GPU resource for which to obtain the description. Must reference a valid resource.</param>
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/// <returns>A ResourceDesc structure containing details about the specified GPU resource.</returns>
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Result<ResourceDesc, ResultStatus> GetResourceDescription(Handle<GPUResource> handle);
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Result<ResourceDesc, ErrorStatus> GetResourceDescription(Handle<GPUResource> handle);
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/// <summary>
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/// Retrieves the bindless index associated with the specified GPU resource handle.
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/// </summary>
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/// <param name="handle">A handle to the GPU resource for which to obtain the bindless index. Must reference a valid, currently registered resource.</param>
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/// <returns>The bindless index corresponding to the specified GPU resource handle. -1 if the resource does not support bindless access or is not found.</returns>
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Result<uint, ResultStatus> GetBindlessIndex(Handle<GPUResource> handle);
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Result<uint, ErrorStatus> GetBindlessIndex(Handle<GPUResource> handle);
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/// <summary>
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/// Retrieves the name of the GPU resource associated with the specified handle.
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