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D3D11: Disable some redundant shader compilation errors.
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@ -228,7 +228,6 @@ bool VertexShaderCache::SetShader(u32 components)
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if (pbytecode == NULL)
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{
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PanicAlert("Failed to compile Vertex Shader %s %d:\n\n%s", __FILE__, __LINE__, code);
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return false;
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}
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@ -245,10 +244,8 @@ bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcod
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{
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ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
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if (shader == NULL)
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{
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PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n", bcodeblob->Data(), bcodeblob->Size(), __FILE__, __LINE__);
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return false;
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}
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// TODO: Somehow make the debug name a bit more specific
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D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");
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