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authorStenzek <stenzek@gmail.com>2019-03-09 23:31:36 +1000
committerStenzek <stenzek@gmail.com>2019-03-29 19:52:38 +1000
commit3d8014beb565d0c18d511438957cbed668da8fb2 (patch)
treee37a5fb4a87114f60350cc88a72a38a6b6f21e56 /Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
parentea15080d8f59a62ba347ff4c6037116035bc69b4 (diff)
D3D11: Use D3DCommon where appropriate
Diffstat (limited to 'Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp b/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
index 4d3407ed04..05da306a2b 100644
--- a/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
+++ b/Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
@@ -160,9 +160,7 @@ ID3D11InputLayout* D3DVertexFormat::GetInputLayout(const void* vs_bytecode, size
HRESULT hr = D3D::device->CreateInputLayout(m_elems.data(), m_num_elems, vs_bytecode,
vs_bytecode_size, &layout);
- if (FAILED(hr))
- PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
- DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
+ CHECK(SUCCEEDED(hr), "Failed to create input layout");
// This method can be called from multiple threads, so ensure that only one thread sets the
// cached input layout pointer. If another thread beats this thread, use the existing layout.