Refactor core systems and improve resource management

- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`.
- Refactored `Result` struct for better error handling and chaining.
- Removed `Ptr<T>` struct as it was no longer necessary.
- Enhanced `Win32Utility` with `Attach` and `Dispose` methods.
- Improved `ProjectService` and `AppStateMachine` with `Result` integration.
- Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation.
- Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class.
- Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`.
- Updated `SDLCompiler` for better error handling during shader generation.
- Enhanced logging, debugging, and code readability across the codebase.
- Performed general code cleanup, including unused namespace removal and naming consistency.
This commit is contained in:
2025-11-23 15:02:37 +09:00
parent 5c4e1a3350
commit dfe786a2aa
46 changed files with 1193 additions and 733 deletions

View File

@@ -56,11 +56,11 @@ public partial class ValueControl<T> : Control
}
/// <summary>
/// Sets the value without notifying the change event.
/// Sets the _value without notifying the change event.
/// </summary>
/// <param name="value">The new value to set.</param>
/// <param name="value">The new _value to set.</param>
/// <remarks>This method only suppresses the change event notification, not the <see cref="ValueChanged(T, T)"/> method.
/// Useful when you need to change the value programmatically without triggering the change event.</remarks>
/// Useful when you need to change the _value programmatically without triggering the change event.</remarks>
public void SetValueWithoutNotifying(T value)
{
_suppressChangedEvent = true;