mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-31 05:08:57 +00:00
VideoBackends/D3D: Eliminate CHECK in favor of ASSERT_MSG
This commit is contained in:
parent
161c627466
commit
82acfa6a46
17 changed files with 74 additions and 64 deletions
|
@ -55,7 +55,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
|
|||
{
|
||||
ComPtr<ID3D11VertexShader> vs;
|
||||
HRESULT hr = D3D::device->CreateVertexShader(bytecode.data(), bytecode.size(), nullptr, &vs);
|
||||
CHECK(SUCCEEDED(hr), "Create vertex shader");
|
||||
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create vertex shader");
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
|
||||
|
@ -66,7 +66,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
|
|||
{
|
||||
ComPtr<ID3D11GeometryShader> gs;
|
||||
HRESULT hr = D3D::device->CreateGeometryShader(bytecode.data(), bytecode.size(), nullptr, &gs);
|
||||
CHECK(SUCCEEDED(hr), "Create geometry shader");
|
||||
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create geometry shader");
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
|
||||
|
@ -78,7 +78,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
|
|||
{
|
||||
ComPtr<ID3D11PixelShader> ps;
|
||||
HRESULT hr = D3D::device->CreatePixelShader(bytecode.data(), bytecode.size(), nullptr, &ps);
|
||||
CHECK(SUCCEEDED(hr), "Create pixel shader");
|
||||
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create pixel shader");
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
|
||||
|
@ -90,7 +90,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
|
|||
{
|
||||
ComPtr<ID3D11ComputeShader> cs;
|
||||
HRESULT hr = D3D::device->CreateComputeShader(bytecode.data(), bytecode.size(), nullptr, &cs);
|
||||
CHECK(SUCCEEDED(hr), "Create compute shader");
|
||||
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create compute shader");
|
||||
if (FAILED(hr))
|
||||
return nullptr;
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue