GPUDevice: Improve pipeline error reporting
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@@ -74,7 +74,7 @@ public:
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std::unique_ptr<GPUShader> CreateShaderFromSource(GPUShaderStage stage, GPUShaderLanguage language,
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std::string_view source, const char* entry_point,
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DynamicHeapArray<u8>* out_binary, Error* error) override;
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std::unique_ptr<GPUPipeline> CreatePipeline(const GPUPipeline::GraphicsConfig& config) override;
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std::unique_ptr<GPUPipeline> CreatePipeline(const GPUPipeline::GraphicsConfig& config, Error* error) override;
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void PushDebugGroup(const char* name) override;
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void PopDebugGroup() override;
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@@ -144,10 +144,10 @@ private:
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bool IsRenderTargetBound(const GPUTexture* tex) const;
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ComPtr<ID3D11RasterizerState> GetRasterizationState(const GPUPipeline::RasterizationState& rs);
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ComPtr<ID3D11DepthStencilState> GetDepthState(const GPUPipeline::DepthState& ds);
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ComPtr<ID3D11BlendState> GetBlendState(const GPUPipeline::BlendState& bs);
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ComPtr<ID3D11InputLayout> GetInputLayout(const GPUPipeline::InputLayout& il, const D3D11Shader* vs);
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ComPtr<ID3D11RasterizerState> GetRasterizationState(const GPUPipeline::RasterizationState& rs, Error* error);
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ComPtr<ID3D11DepthStencilState> GetDepthState(const GPUPipeline::DepthState& ds, Error* error);
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ComPtr<ID3D11BlendState> GetBlendState(const GPUPipeline::BlendState& bs, Error* error);
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ComPtr<ID3D11InputLayout> GetInputLayout(const GPUPipeline::InputLayout& il, const D3D11Shader* vs, Error* error);
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bool CreateTimestampQueries();
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void DestroyTimestampQueries();
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