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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@@ -32,7 +32,7 @@ shader "Hidden/Blit"
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float4 uv : TEXCOORD0;
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};
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[NumThreads(4, 1, 1)]
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[numthreads(4, 1, 1)]
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[OUTPUT_TRIANGLE_TOPOLOGY]
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void MSMain(
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uint gtid : SV_GroupThreadID,
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@@ -49,8 +49,11 @@ struct Vertex
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#define SAMPLE_TEXTURE2D_ARRAY(texId, sampId, uvw) SampleTextureArray(texId, sampId, uvw)
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#define OUTPUT_TRIANGLE_TOPOLOGY OutputTopology("triangle")
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#define OUTPUT_LINE_TOPOLOGY OutputTopology("line")
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#define OUTPUT_TRIANGLE_TOPOLOGY outputtopology("triangle")
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#define OUTPUT_LINE_TOPOLOGY outputtopology("line")
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#define ZERO_INIT(T) (T)0
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static inline float4 SampleTexture2D(uint texId, uint sampId, float2 uv)
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