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.
This commit is contained in:
@@ -186,12 +186,12 @@ public partial struct Shader : IResourceReleasable
|
||||
return ref _shaderPasses[index];
|
||||
}
|
||||
|
||||
public readonly Result<ShaderPass, ErrorStatus> TryGetPass(Identifier<ShaderPass> passID, out int passIndex)
|
||||
public readonly Result<ShaderPass, Error> TryGetPass(Identifier<ShaderPass> passID, out int passIndex)
|
||||
{
|
||||
if (_passIDToLocal.TryGetValue(passID.Value, out var index))
|
||||
{
|
||||
passIndex = -1;
|
||||
return ErrorStatus.NotFound;
|
||||
return Error.NotFound;
|
||||
}
|
||||
|
||||
passIndex = index;
|
||||
|
||||
Reference in New Issue
Block a user