Don't lose the device on shader compile failures
Losing the device makes retreiving the problematic shader source difficult. Change compilation failures to be less severe validation errors. Change-Id: Ibcee9f39be66241e26cc8cfcf09c14aa7dfe2d1c Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/58080 Auto-Submit: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Austin Eng <enga@chromium.org>
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@ -128,7 +128,7 @@ namespace dawn_native { namespace d3d12 {
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std::string message = std::string("DXC compile failed with ") +
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static_cast<char*>(errors->GetBufferPointer());
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return DAWN_INTERNAL_ERROR(message);
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return DAWN_VALIDATION_ERROR(message);
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}
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ComPtr<IDxcBlob> compiledShader;
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@ -163,7 +163,7 @@ namespace dawn_native { namespace d3d12 {
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&compiledShader, &errors))) {
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std::string message = std::string("D3D compile failed with ") +
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static_cast<char*>(errors->GetBufferPointer());
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return DAWN_INTERNAL_ERROR(message);
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return DAWN_VALIDATION_ERROR(message);
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}
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return std::move(compiledShader);
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