hr = pfnD3DXDisassembleShader(tokens, FALSE, NULL, &pDisassembly);
}
- if (hr == D3D_OK) {
+ if (SUCCEEDED(hr)) {
writer.beginRepr();
writer.writeString((const char *)pDisassembly->GetBufferPointer(), pDisassembly->GetBufferSize());
}
pDisassembly->Release();
}
- if (hr == D3D_OK) {
+ if (SUCCEEDED(hr)) {
writer.endRepr();
}
}