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>
diff --git a/src/dawn_native/d3d12/ShaderModuleD3D12.cpp b/src/dawn_native/d3d12/ShaderModuleD3D12.cpp
index 614cd71..2c1236b 100644
--- a/src/dawn_native/d3d12/ShaderModuleD3D12.cpp
+++ b/src/dawn_native/d3d12/ShaderModuleD3D12.cpp
@@ -128,7 +128,7 @@
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 @@
&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);