memset(shader_info->output_signature, 0, sizeof(*shader_info->output_signature));
hr = parse_dxbc(dxbc, dxbc_length, shdr_handler, shader_info);
- if (!shader_info->shader_code) hr = E_FAIL;
+ if (!shader_info->shader_code) hr = E_INVALIDARG;
if (FAILED(hr))
{
{
WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
shader_free_signature(&shader->output_signature);
+ hr = E_INVALIDARG;
return hr;
}
&shader->output_signature, shader, &d3d10_geometry_shader_wined3d_parent_ops, &shader->wined3d_shader, 4);
if (FAILED(hr))
{
- WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
+ WARN("Failed to create wined3d geometry shader, hr %#x.\n", hr);
shader_free_signature(&shader->output_signature);
+ hr = E_INVALIDARG;
return hr;
}
{
WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
shader_free_signature(&shader->output_signature);
+ hr = E_INVALIDARG;
return hr;
}