Fix crash when D3D11 backend fails to create shader due to driver failure
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@@ -26,7 +26,7 @@ PACK_STRUCT(struct HistogramData {
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GPUBuffer* HistogramPass::Render(RenderContext& renderContext, GPUTexture* colorBuffer)
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{
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auto device = GPUDevice::Instance;
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auto context = device->GetMainContext();;
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auto context = device->GetMainContext();
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if (checkIfSkipPass() || !_isSupported)
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return nullptr;
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