Re: [PATCH] d3dcompiler: Add initial reflection parsing.
14 Nov
2010
14 Nov
'10
4:35 p.m.
2010/11/14 Rico Schüller <kgbricola(a)web.de>:
+HRESULT d3dcompiler_shader_reflection_init(const void *data, SIZE_T data_size, void **reflector)
Allocation and initialization are different things. Either way, it's unnecessary to make "reflector" void **.
+ if (!IsEqualGUID(riid, &IID_ID3D11ShaderReflection)) { - ERR("Failed to allocate D3D compiler shader reflection object memory\n"); - return E_OUTOFMEMORY; + WARN("Wrong riid %s, accept only %s!\n", debugstr_guid(riid), debugstr_guid(&IID_ID3D11ShaderReflection)); + return E_FAIL; } I'm not sure if you have tests for this returning E_FAIL, but typically you'd expect E_NOINTERFACE for something like that.
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Henri Verbeet