D3D11: Disable some redundant shader compilation errors.

This commit is contained in:
NeoBrainX
2011-09-08 22:59:34 +02:00
parent 063660e409
commit ded938bbe7
2 changed files with 2 additions and 8 deletions

View File

@ -228,7 +228,6 @@ bool VertexShaderCache::SetShader(u32 components)
if (pbytecode == NULL)
{
PanicAlert("Failed to compile Vertex Shader %s %d:\n\n%s", __FILE__, __LINE__, code);
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false;
}
@ -245,10 +244,8 @@ bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcod
{
ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
if (shader == NULL)
{
PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n", bcodeblob->Data(), bcodeblob->Size(), __FILE__, __LINE__);
return false;
}
// TODO: Somehow make the debug name a bit more specific
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");