Comments (4)
We do do error checking. TRY
and TRY_M
.
from wisprenderer.
Yeah but not everywhere, an example is in mapping/unmapping memory. If this fails, it memcpys into a nullptr. Might be good to have it for debugging, because mapping memory fails if there's no shared memory left.
from wisprenderer.
in the case of mapping and unmapping it shouldn't do error handling. the caller should do the error handling. that way you don't need to do as many checks,.
from wisprenderer.
I'd rather have 1 compare and added safety than saving that and having to do it in the caller
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Related Issues (20)
- Use uints when needed HOT 1
- Shadows out of sync HOT 1
- Switching frame graphs after resizing breaks. HOT 3
- Compute pipelines don't transition their render target.
- Multithreading causes issues when allocating from pools located in the render system
- Registry descriptors are missing the `m_` prefix
- Fallback AS crashes on removal of a model HOT 1
- frame_graph's FG_DEPS HOT 2
- m_skybox_changed variable in D3D12RenderSystem
- lerping where branching is better
- Build acceleration crashes when there's no instances left HOT 3
- Lower rendertask count for bloom
- Consider using linear depth buffer in RTAO
- Wisp crashes if no imgui.ini file is present HOT 2
- Switching framegraph crash (Fallback Layer) HOT 2
- Scene changer always loads Sponza HOT 1
- Black frames
- Memory leaks HOT 9
- Constant emissive colors
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