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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@@ -146,5 +146,5 @@ public interface IShaderCompiler : IDisposable
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{
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Result<ShaderCompileResult> Compile(ref readonly ShaderCompilationConfig config, Allocator allocator);
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Result<GraphicsCompiledResult> CompilePass(ref readonly PassDescriptor descriptor, ref readonly ShaderCompilationConfig additionalConfig, Key64<ShaderVariant> key);
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Result<GraphicsCompiledResult, ErrorStatus> LoadCompiledCache(Key64<ShaderVariant> key);
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Result<GraphicsCompiledResult, Error> LoadCompiledCache(Key64<ShaderVariant> key);
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}
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