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D3D11: Fail if uniform buffer create fails.
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@ -991,6 +991,10 @@ Pipeline *D3D11DrawContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
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bufdesc.Usage = D3D11_USAGE_DYNAMIC;
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bufdesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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HRESULT hr = device_->CreateBuffer(&bufdesc, nullptr, &dPipeline->dynamicUniforms);
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if (FAILED(hr)) {
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dPipeline->Release();
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return nullptr;
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}
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}
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std::vector<D3D11ShaderModule *> shaders;
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