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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@@ -50,8 +50,8 @@ internal struct ResourceBarrier
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public override readonly string ToString()
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{
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return AliasingPredecessor.IsValid
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? $"[Pass {PassIndex}] Aliasing Barrier: {AliasingPredecessor.Value}->{Resource.Value} Target: {TargetState.Layout}"
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: $"[Pass {PassIndex}] Barrier: {Resource.Value} Target: {TargetState.Layout}";
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? $"[Pass {PassIndex}] Aliasing Barrier: {AliasingPredecessor.Value}->{Resource.Value} Target: {TargetState.layout}"
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: $"[Pass {PassIndex}] Barrier: {Resource.Value} Target: {TargetState.layout}";
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}
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}
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@@ -88,8 +88,8 @@ internal struct CompiledBarrier
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public override readonly string ToString()
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{
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return AliasingPredecessor.IsValid
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? $"[Pass {PassIndex}] Aliasing: {AliasingPredecessor.Value}->{Resource.Value} -> {TargetState.Layout}"
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: $"[Pass {PassIndex}] Transition: {Resource.Value} -> {TargetState.Layout}";
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? $"[Pass {PassIndex}] Aliasing: {AliasingPredecessor.Value}->{Resource.Value} -> {TargetState.layout}"
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: $"[Pass {PassIndex}] Transition: {Resource.Value} -> {TargetState.layout}";
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}
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}
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@@ -254,7 +254,7 @@ internal static class RenderGraphBarriers
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if (pass.colorAccess[i].id.IsValid)
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{
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var usage = pass.colorAccess[i].usage;
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var targetState = new ResourceBarrierData(usage.Layout, usage.Access, usage.Sync);
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var targetState = new ResourceBarrierData(usage.layout, usage.access, usage.sync);
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AddTransition(pass.colorAccess[i].id.AsResource(), targetState);
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}
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}
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@@ -263,7 +263,7 @@ internal static class RenderGraphBarriers
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if (pass.depthAccess.id.IsValid)
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{
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var usage = pass.depthAccess.usage;
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var targetState = new ResourceBarrierData(usage.Layout, usage.Access, usage.Sync);
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var targetState = new ResourceBarrierData(usage.layout, usage.access, usage.sync);
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AddTransition(pass.depthAccess.id.AsResource(), targetState);
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}
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