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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@@ -355,7 +355,7 @@ public unsafe partial struct EntityQuery : IDisposable
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{
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// Get the EnableBitmask for this component in this chunk
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var layoutResult = archetype.GetLayout(id);
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if (layoutResult.Error != ErrorStatus.None
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if (layoutResult.Error != Error.None
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// Not enableable, always true
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|| layoutResult.Value.enableBitsOffset == -1)
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{
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@@ -374,7 +374,7 @@ public unsafe partial struct EntityQuery : IDisposable
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while (it.Next(out var id))
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{
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var layoutResult = archetype.GetLayout(id);
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if (layoutResult.Error != ErrorStatus.None)
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if (layoutResult.Error != Error.None)
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{
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continue;
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}
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@@ -395,7 +395,7 @@ public unsafe partial struct EntityQuery : IDisposable
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while (it.Next(out var id))
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{
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var layoutResult = archetype.GetLayout(id);
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if (layoutResult.Error != ErrorStatus.None)
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if (layoutResult.Error != Error.None)
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{
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continue;
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}
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