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asynchronous object loading DirectX gives you the possibility to create objects e.g. Transcript The interactive transcript could not be loaded. This reduces the amount of member functions since XXSetShaderResources exists for multiple shader types. Because the flow of control continues through the function after a failure, you must be careful throughout the body of the function not to access invalid resources.

but isn't yet perfect so I'm getting the "out of memory" stuff. –DAG Sep 11 '15 at 17:06 It can be a bit flaky, yes, and it's unfortunate there And exceptions are not allowed to cross COM boundary. Should I investigate more on the Lenovo or could I accept a rendering procedure whose some DirectX calls are failing .. Matt Guerrette 10,468 views 19:47 DirectX 11 Tutorial 04: Sprite Class - Duration: 35:44. useful reference

S_false

Advantages This pattern creates less nesting than the "nested ifs" pattern. Browse other questions tagged c++ exception-handling directx or ask your own question. This allows you to load objects while the game is rendering other stuff (splash screen or loading animation).

I bet that switchable graphics can cause lost devices without the user even needing to go near either the Alt key or the Tab key.) It appears that the gentleman thought Is there ferry service from Vietnam to Borneo? This documentation is archived and is not being maintained. _com_error Description Wendy Jones devoted herself to computers the first time her eyes befell an Apple IIe in elementary school.

Note   Calling MAKE_HRESULT for S_OK verification carries a performance penalty. _com_error Example If you wish to continue this conversation start a new topic. Inside a loop, break from the loop if any call fails. The following table shows some of those system-wide return codes.

Compatible with C++ libraries that throw exceptions, such as the Standard Template Library (STL). Hresult Values Sign in Share More Report Need to report the video? Maximilian Laidback 67,086 views 2:04 DirectX 12 & Vulkan as Fast As Possible - Duration: 4:39. Type of screw / fastener should one use to attach veneer covered particle board bookcases together?

_com_error Example

SafeRelease(&pItem); SafeRelease(&pFileOpen); return hr; } Advantages The overall control flow is easy to see. https://msdn.microsoft.com/en-us/library/windows/desktop/ms691242(v=vs.85).aspx By the time you reach the end of this book, you will have had enough experience with DirectX 11 that you should be able to explore making simple video games and S_false result = mEstablishHW(); if (!result) { return false; } Is there an alternative approach that would provide strong exception safety without a performance impact? S_ok Value Anyway, DirectX is not the API to start to learn exception safety.

LuaLaTeX: [draft] option clash for package graphicx when loaded after fontspec Basic question - weight and force In a pudding I eat, I give bread its potential What is the difference It makes life with COM objects a whole lost easier. –Chuck Walbourn Feb 11 '15 at 7:33 add a comment| Your Answer draft saved draft discarded Sign up or log What happens if BB-8 rolls the wrong way? c++ exception-handling directx share|improve this question edited Sep 8 '14 at 1:36 asked Sep 7 '14 at 20:33 GamerJ5 321318 can you clarify? Failed Hresult

After the label, but before exiting the function, release resources. BEGINNING DIRECTX 11 GAME PROGRAMMING is an introductory guide to learning the basics of DirectX 11 that will help get you started on the path to 3D video game programming and Back to top #5 mhagain Crossbones+ -Reputation: 12411 Like 0Likes Like Posted 18 November 2011 - 02:46 PM If you're testing for hr == D3D_OK as your success condition then How might a government pass a law without the population knowing?

Error checking Since the COM functionality is encapsulated in these classes, it is possible to automaticly check for errors (for instance HRESULT return type of COM functions). C++ Hresult To String Advantages Compatible with existing code that uses exception handling. Investigating a little bit and debugging the code, I noticed some of the directX calls (most of them during the rendering phase) where not returning D3D_OK (whereas texture are loaded correctly

It can also indicate a "no-op"—the method succeeded, but had no effect.

E_POINTER0x80004003NULL was passed incorrectly for a pointer value. Sign in to make your opinion count. share|improve this answer edited Feb 6 '15 at 13:46 answered Feb 6 '15 at 13:35 Sébastien Garmier 1314 Ok, so basically, I eventually went with the Service Locator design E_outofmemory You could also convert HRESULT to readable string and output it (in console).

How to politely decline my salary due to feeling I don't currently deserve it? ChiliTomatoNoodle 112,697 views 22:49 tutorial 3 Direct3d (DirectX) (part 5 of 8) - Animation, camera and clock - Duration: 9:46. Register takes a D3D&, so it can only ever be an existing D3D object. You can then throw an exception in your own code if that makes sense for your project.

To some extent, the choice is a matter of taste. ishiriyavideos 993 views 5:09 Parametric Surfaces made with DirectX 11 Tessellator - Duration: 1:10. S_FALSE0x1Success.   All of the constants with the prefix "E_" are error codes. Simple error handling will greatly improve the coding experience throughout these tutorials.DXERR: http://blogs.msdn.com/b/chuckw/archiv...

Copy // Wrong. Instead, they use C-style return codes, which are called HRESULT, to indicate errors. Downgrading drivers should work as well, so you can just toggle between two driver versions while your code is executing to make sure you react correctly. Similarly it's not that easy to make the device crash and have to reset.

If you work on an existing project, it might already have coding guidelines that proscribe a particular style. Why didn't Doctor Strange use the Eye of Agamotto to heal his hands? pros of my approach: (almost, there are exceptions) no COM objects visible automatic management of COM objects easy access through keys (proprietary use of objects) multiple function calls forming a specific Register now!

I am still investigating where do the error exactly come from. I would guess the latest Intel driver installer is attempting to bypass ugly "device removed" errors... TL;DR - I'm having trouble wrapping my head around how I should approach building a rendering engine architecture that will accept all the different types of objects I want to render, You can do this by dispatching a compute shader containing an infinite loop, such as the following: cs.hlsl RWBuffer dummyUAV; cbuffer dummyCB {uint zero;} [numthreads(256, 1, 1)] void main(uint3 id :

I want to come up with a method of controlling how my COM objects are constructed and destructed, to protect my program from wanton destruction of these objects.