forked from Misaki/GhostEngine
Refactor error handling: use Error enum, update APIs
Replaces ErrorStatus with Error across all systems for consistency. Renames ResourceBarrierData fields to camelCase. Adds BindlessAccess enum and updates GetBindlessIndex API. Updates method signatures, result types, and error checks. Modernizes HLSL mesh shader syntax and fixes naming. Improves code style and updates comments for clarity.
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@@ -89,14 +89,14 @@ internal sealed partial class DxcShaderCompiler
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return argsArray;
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}
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private static Result<string, ErrorStatus> GetFinalShaderCode(string shaderPath, ReadOnlySpan<string> includes, string? injectedCode)
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private static Result<string, Error> GetFinalShaderCode(string shaderPath, ReadOnlySpan<string> includes, string? injectedCode)
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{
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string shaderCode;
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if (shaderPath == "hlsl_block")
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{
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if (string.IsNullOrEmpty(injectedCode))
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{
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return ErrorStatus.InvalidArgument;
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return Error.InvalidArgument;
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}
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shaderCode = string.Empty;
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@@ -105,7 +105,7 @@ internal sealed partial class DxcShaderCompiler
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{
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if (!File.Exists(shaderPath))
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{
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return ErrorStatus.NotFound;
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return Error.NotFound;
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}
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shaderCode = File.ReadAllText(shaderPath);
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@@ -487,7 +487,7 @@ internal sealed unsafe partial class DxcShaderCompiler : IShaderCompiler
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return compiled;
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}
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public Result<GraphicsCompiledResult, ErrorStatus> LoadCompiledCache(Key64<ShaderVariant> key)
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public Result<GraphicsCompiledResult, Error> LoadCompiledCache(Key64<ShaderVariant> key)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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@@ -496,7 +496,7 @@ internal sealed unsafe partial class DxcShaderCompiler : IShaderCompiler
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return compiledResult;
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}
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return ErrorStatus.NotFound;
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return Error.NotFound;
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}
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public void Dispose()
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