Fix crash when D3D11 backend fails to create shader due to driver failure
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@@ -113,7 +113,7 @@ bool GPUTextureDX12::OnInit()
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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auto result = device->CreateCommittedResource(&heapProperties, D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&resource));
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LOG_DIRECTX_RESULT_WITH_RETURN(result);
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LOG_DIRECTX_RESULT_WITH_RETURN(result, true);
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initResource(resource, D3D12_RESOURCE_STATE_COPY_DEST, 1);
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DX_SET_DEBUG_NAME(_resource, GetName());
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_memoryUsage = totalSize;
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@@ -184,7 +184,7 @@ bool GPUTextureDX12::OnInit()
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// Create texture
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auto result = device->CreateCommittedResource(&heapProperties, D3D12_HEAP_FLAG_NONE, &resourceDesc, initialState, clearValuePtr, IID_PPV_ARGS(&resource));
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LOG_DIRECTX_RESULT_WITH_RETURN(result);
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LOG_DIRECTX_RESULT_WITH_RETURN(result, true);
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// Set state
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bool isRead = useSRV || useUAV;
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