ID3D10VertexShader * pVertexShader;
hr = g_pDevice->CreateVertexShader(g_VS, sizeof g_VS, &pVertexShader);
+ if (FAILED(hr)) {
+ return 1;
+ }
struct Vertex {
float position[4];
float color[4];
};
- D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, position), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+ static const D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, position), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, color), D3D10_INPUT_PER_VERTEX_DATA, 0 }
};
g_VS,
sizeof g_VS,
&pVertexLayout);
+ if (FAILED(hr)) {
+ return 1;
+ }
g_pDevice->IASetInputLayout(pVertexLayout);
ID3D10Buffer *pVertexBuffer;
hr = g_pDevice->CreateBuffer(&BufferDesc, NULL, &pVertexBuffer);
+ if (FAILED(hr)) {
+ return 1;
+ }
void *pMap = NULL;
pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pMap);