Fix crash when D3D11 backend fails to create shader due to driver failure
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@@ -37,7 +37,7 @@ void GPUTimerQueryDX12::End()
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heap.EndQuery(context, _end);
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const auto queue = _device->GetCommandQueue()->GetCommandQueue();
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VALIDATE_DIRECTX_RESULT(queue->GetTimestampFrequency(&_gpuFrequency));
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VALIDATE_DIRECTX_CALL(queue->GetTimestampFrequency(&_gpuFrequency));
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_endCalled = true;
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}
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