dx11: use FAILED() macro instead of != S_OK
Tentative fix for MINIDUMP-FG
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@ -602,7 +602,7 @@ ComPtr<ID3D11PixelShader> DX11Shaders::compilePS(const char* source, const char*
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ComPtr<ID3D11PixelShader> shader;
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if (blob)
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{
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if (device->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, &shader.get()) != S_OK)
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if (FAILED(device->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, &shader.get())))
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ERROR_LOG(RENDERER, "Pixel shader creation failed");
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}
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