ThrowIfFailed (original) (raw)
When programming COM APIs like Direct3D, it is important to always check the HRESULT
return value for success or failure. This can be done using the SUCCEEDED
or FAILED
macros, but can get tedious when making lots of calls especially for proper cleanup on exit of every function.
hr = device->CreateTexture2D(&depthStencilDesc, nullptr, &depthStencil)); if (FAILED(hr)) { // Clean up for partial success before here return hr; // Must keep passing the error code back all the way to the main loop }
Not all Direct3D functions return
HRESULT
. Many of them returnvoid
because they can't fail, fail silently, or the failure will be reported on the nextPresent
.
Fast Fail
A simple way to handle always fatal errors is to use C++ exceptions (/EHsc
is the default for Visual C++, and has no code impact for x64 native, ARM, or ARM64 platforms). The DX::ThrowIfFailed
helper can be used whenever a failure is fatal and should result in 'fast-fail' of the application.
DX::ThrowIfFailed(device->CreateTexture2D(&depthStencilDesc, nullptr, &depthStencil));
A "fast-fail" failure is an error case you never expect to happen in the real world, but if it does happen you want to make sure the process dies quickly so as to avoid 'hiding' the real bug, hardware failure, or other failure that your program just can't handle. In the case above, for example, you are assuming you aren't passing invalid parameters to the function (
E_INVALIDARG
) because you've tested it on a range of supported Direct3D feature level devices, and that you won't run out of memory (E_OUTOFMEMORY
) because you scale your content appropriately.
Runtime error handling
Otherwise, traditional if FAILED(hr)
or if SUCCEEDED(hr)
patterns should be used to handle failures that the application can recover from (i.e. are not fatal). If you want to handle a specific HRESULT, then you might do something like:
HRESULT hr = device->CreateTexture2D(&depthStencilDesc, nullptr, &depthStencil); if (hr == E_INVALIDARG) { // Do something here in response to this specific error. } DX::ThrowIfFailed(hr);
For a case where you want to do the error-handling for an HRESULT yourself, be sure to use the SUCCEEDED
or FAILED
macro:
HRESULT hr = device->CreateTexture2D(&depthStencilDesc, nullptr, &depthStencil); if (FAILED(hr)) // Error handling
The legacy DXUT framework makes use of macros like
V
andV_RETURN
as a pattern for dealing withHRESULT
values, but these make assumptions about the surrounding functions and are really only suited to sample development.
Basic version
The ThrowIfFailed
helper is not part of the DirectX Tool Kit; it's declared in some global header in your application. The C++ DirectX templates for Universal Windows Platform apps, Windows 8.x Store, Windows phone 8.x, Xbox One, and the Direct3D Win32 Game templates all make use of the DX::ThrowIfFailed
helper--you'll typically find it declared in the pch.h
header.
#include
namespace DX { inline void ThrowIfFailed(HRESULT hr) { if (FAILED(hr)) { // Set a breakpoint on this line to catch DirectX API errors throw std::exception(); } } }
Enhancements
The templates all include the basic implementation above, but production use might want to utilize a slightly improved version as follows (which are included in the DeviceResources variants of the Direct3D Win32 Game templates).
#include
namespace DX { // Helper class for COM exceptions class com_exception : public std::exception { public: com_exception(HRESULT hr) : result(hr) {}
const char* what() const noexcept override
{
static char s_str[64] = {};
sprintf_s(s_str, "Failure with HRESULT of %08X",
static_cast<unsigned int>(result));
return s_str;
}
private:
HRESULT result;
};
// Helper utility converts D3D API failures into exceptions.
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
throw com_exception(hr);
}
}
}