2010/11/14 Rico Schüller kgbricola@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.