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

@@ -59,7 +59,7 @@ public readonly struct GraphicsPipelineKey
{
if (!value.TryFormat(destination, out _, "X16"))
{
return Result.Fail("Failed to format GraphicsPipelineKey to string.");
return Result.Failure("Failed to format GraphicsPipelineKey to string.");
}
destination[16] = '\0';
@@ -166,7 +166,7 @@ public ref struct GraphicsPSODescriptor
}
}
public readonly struct CBufferPropertyInfo
public readonly record struct CBufferPropertyInfo
{
public string Name
{
@@ -184,7 +184,7 @@ public readonly struct CBufferPropertyInfo
}
}
public readonly struct CBufferInfo
public readonly record struct CBufferInfo
{
public string Name
{