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:
2026-01-25 16:34:28 +09:00
parent e11a9ebb52
commit 364fbf9208
28 changed files with 282 additions and 252 deletions

View File

@@ -605,9 +605,9 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
var barrierData = new ResourceBarrierData
{
Access = BarrierAccess.NoAccess,
Layout = BarrierLayout.Common,
Sync = BarrierSync.None
access = BarrierAccess.NoAccess,
layout = BarrierLayout.Common,
sync = BarrierSync.None
};
return TrackAllocation(alloc, barrierData, ResourceViewGroup.Invalid, default, name, false);
@@ -693,9 +693,9 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
var barrierData = new ResourceBarrierData
{
Access = BarrierAccess.NoAccess,
Layout = BarrierLayout.Common,
Sync = BarrierSync.None
access = BarrierAccess.NoAccess,
layout = BarrierLayout.Common,
sync = BarrierSync.None
};
Handle<GPUResource> resource;
@@ -715,7 +715,7 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
{
ObjectDisposedException.ThrowIf(_disposed, this);
var textureDesc = desc.ToTextureDescripton();
var textureDesc = desc.ToTextureDescription();
return CreateTexture(in textureDesc, name, options);
}
@@ -803,9 +803,9 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
var barrierData = new ResourceBarrierData
{
Access = BarrierAccess.NoAccess,
Layout = BarrierLayout.Undefined,
Sync = BarrierSync.None
access = BarrierAccess.NoAccess,
layout = BarrierLayout.Undefined,
sync = BarrierSync.None
};
Handle<GPUResource> resource;
@@ -927,7 +927,7 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
ObjectDisposedException.ThrowIf(_disposed, this);
var material = new Material();
if (material.SetShader(shader, this, _resourceDatabase) != ErrorStatus.None)
if (material.SetShader(shader, this, _resourceDatabase) != Error.None)
{
return Handle<Material>.Invalid;
}