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D2DERR_SHADER_COMPILE_FAILED
D2DERR_SHADER_COMPILE_FAILED belongs to Direct2D custom-effect shader construction. The HLSL or supplied custom-effect shader could not be compiled or loaded as valid Direct2D shader code.
Read the HRESULT in context
Custom effects combine registration XML, property bindings, transform nodes, compiled HLSL, resource declarations, and device capabilities. Shader compilation failure and excessive shader elements occur at different checkpoints: valid source can still produce a graph or bytecode payload beyond accepted limits.
source or bytecode compilation, entry point, profile, bindings, and Direct2D effect requirements.
A minimal test sequence
Start with a pass-through shader and one transform node. Add constants, textures, samplers, instructions, and graph operations incrementally while retaining compiler diagnostics and the exact bytecode loaded by Direct2D.
- compile offline with warnings treated as errors.
- Start from the Direct2D pass-through sample.
- Verify bytecode matches the requested shader stage.
- load the exact bytecode in a minimal custom effect.
Evidence to preserve
- Compiler diagnostics and source hash
- Entry point, shader profile, flags, and SDK compiler version
- Resource/register bindings expected by Direct2D
- Effect registration and load sequence
Common wrong turns
TOO_MANY_SHADER_ELEMENTS is a complexity limit; COMPILE_FAILED covers syntax, profile, entry-point, or bytecode validity. Do not respond with a universal render-target recreation loop unless the returned status specifically documents device-loss recovery; graph, property, numeric, lifetime, and print-state errors require correcting their contract.
Technical references
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