D3D11: Disable some redundant shader compilation errors.
This commit is contained in:
parent
063660e409
commit
ded938bbe7
|
@ -485,7 +485,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
|||
D3DBlob* pbytecode;
|
||||
if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode))
|
||||
{
|
||||
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return false;
|
||||
}
|
||||
|
@ -504,10 +503,8 @@ bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* byt
|
|||
{
|
||||
ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
|
||||
if (shader == NULL)
|
||||
{
|
||||
PanicAlert("Failed to create pixel shader at %s %d\n", __FILE__, __LINE__);
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO: Somehow make the debug name a bit more specific
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");
|
||||
|
||||
|
|
|
@ -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");
|
||||
|
||||
|
|
Loading…
Reference in New Issue