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>
This commit is contained in:
Austin Eng 2021-07-16 22:14:09 +00:00 committed by Dawn LUCI CQ
parent bbd361568e
commit f6673d9420
1 changed files with 2 additions and 2 deletions

View File

@ -128,7 +128,7 @@ namespace dawn_native { namespace d3d12 {
std::string message = std::string("DXC compile failed with ") +
static_cast<char*>(errors->GetBufferPointer());
return DAWN_INTERNAL_ERROR(message);
return DAWN_VALIDATION_ERROR(message);
}
ComPtr<IDxcBlob> compiledShader;
@ -163,7 +163,7 @@ namespace dawn_native { namespace d3d12 {
&compiledShader, &errors))) {
std::string message = std::string("D3D compile failed with ") +
static_cast<char*>(errors->GetBufferPointer());
return DAWN_INTERNAL_ERROR(message);
return DAWN_VALIDATION_ERROR(message);
}
return std::move(compiledShader);