Direct3D 11 Return Codes

The following table contains return codes from API functions.

HRESULT Description
D3D11_ERROR_FILE_NOT_FOUND The file was not found.
D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS There are too many unique instances of a particular type of state object.
D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS There are too many unique instances of a particular type of view object.
D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD The first call to ID3D11DeviceContext::Map after either ID3D11Device::CreateDeferredContext or ID3D11DeviceContext::FinishCommandList per Resource was not D3D11_MAP_WRITE_DISCARD.
D3DERR_INVALIDCALL The method call is invalid. For example, a method's parameter may not be a valid pointer.
D3DERR_WASSTILLDRAWING The previous blit operation that is transferring information to or from this surface is incomplete.
E_FAIL Attempted to create a device with the debug layer enabled and the layer is not installed.
E_INVALIDARG An invalid parameter was passed to the returning function.
E_OUTOFMEMORY Direct3D could not allocate sufficient memory to complete the call.
E_ACCESSDENIED The following functions can return E_ACCESSDENIED: Xbox One only supports one Direct3D device at a time. You can check for E_ACCESSDENIED to see if the device has already been created by either the same process or another exclusive-mode process.
S_FALSEAlternate success value, indicating a successful but nonstandard completion (the precise meaning depends on context).
S_OKNo error occurred.

See also

Direct3D 12 Return Codes

Error Codes for Xbox One APIs