fix(d3d): add HRESULT checking to Create::Shader#2237
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Agent-Logs-Url: https://github.com/doodlum/skyrim-community-shaders/sessions/7da08991-b4d2-4115-99ed-45b558cde492 Co-authored-by: alandtse <7086117+alandtse@users.noreply.github.com>
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[WIP] Fix add HRESULT checking to Create*Shader calls in CompileShader
fix(d3d): add HRESULT checking to Create*Shader calls in CompileShader
Apr 30, 2026
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) Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: alandtse <7086117+alandtse@users.noreply.github.com> (cherry picked from commit 5be2b36)
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CreatePixelShader,CreateVertexShader,CreateHullShader, andCreateDomainShaderinCompileShaderhad no error checking — failures silently returned null/invalid shader pointers to callers.CreateComputeShaderalready usedDX::ThrowIfFailedcorrectly.Changes
src/Utils/D3D.cpp: Wrap all four uncheckedCreate*Shadercalls withDX::ThrowIfFailed, matching the existing compute shader pattern:Applied consistently to
ps_5_0,vs_5_0,hs_5_0, andds_5_0paths.