dx11: use FAILED() macro instead of != S_OK

Tentative fix for MINIDUMP-FG
This commit is contained in:
Flyinghead 2023-03-06 10:30:33 +01:00
parent 5a13b4df28
commit aa5fd64777
1 changed files with 1 additions and 1 deletions

View File

@ -602,7 +602,7 @@ ComPtr<ID3D11PixelShader> DX11Shaders::compilePS(const char* source, const char*
ComPtr<ID3D11PixelShader> shader;
if (blob)
{
if (device->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, &shader.get()) != S_OK)
if (FAILED(device->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, &shader.get())))
ERROR_LOG(RENDERER, "Pixel shader creation failed");
}