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VideoBackends/D3D: Eliminate CHECK in favor of ASSERT_MSG
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@ -55,7 +55,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
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{
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ComPtr<ID3D11VertexShader> vs;
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HRESULT hr = D3D::device->CreateVertexShader(bytecode.data(), bytecode.size(), nullptr, &vs);
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CHECK(SUCCEEDED(hr), "Create vertex shader");
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ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create vertex shader");
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if (FAILED(hr))
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return nullptr;
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@ -66,7 +66,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
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{
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ComPtr<ID3D11GeometryShader> gs;
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HRESULT hr = D3D::device->CreateGeometryShader(bytecode.data(), bytecode.size(), nullptr, &gs);
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CHECK(SUCCEEDED(hr), "Create geometry shader");
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ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create geometry shader");
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if (FAILED(hr))
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return nullptr;
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@ -78,7 +78,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
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{
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ComPtr<ID3D11PixelShader> ps;
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HRESULT hr = D3D::device->CreatePixelShader(bytecode.data(), bytecode.size(), nullptr, &ps);
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CHECK(SUCCEEDED(hr), "Create pixel shader");
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ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create pixel shader");
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if (FAILED(hr))
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return nullptr;
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@ -90,7 +90,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
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{
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ComPtr<ID3D11ComputeShader> cs;
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HRESULT hr = D3D::device->CreateComputeShader(bytecode.data(), bytecode.size(), nullptr, &cs);
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CHECK(SUCCEEDED(hr), "Create compute shader");
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ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create compute shader");
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if (FAILED(hr))
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return nullptr;
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