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Add fatal (device lost/out of memory) error checking to backends
* We check for errors to try to catch them as soon as possible, and early-out return even in the middle of functions. The idea being even if this leaves us in a weird state we won't get called again as the replay controller will detect the error and substitute out a dummy driver.
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@@ -328,7 +328,7 @@ VulkanShaderCache::VulkanShaderCache(WrappedVulkan *driver)
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VkResult vkr = driver->vkCreateShaderModule(
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m_Device, &modinfo, NULL, &m_BuiltinShaderModules[i][baseType][textureType]);
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RDCASSERTEQUAL(vkr, VK_SUCCESS);
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driver->CheckVkResult(vkr);
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driver->GetResourceManager()->SetInternalResource(
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GetResID(m_BuiltinShaderModules[i][baseType][textureType]));
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@@ -393,7 +393,7 @@ VulkanShaderCache::VulkanShaderCache(WrappedVulkan *driver)
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VkResult vkr = ObjDisp(m_Device)->CreatePipelineCache(Unwrap(m_Device), &createInfo, NULL,
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&m_PipelineCache);
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RDCASSERTEQUAL(vkr, VK_SUCCESS);
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driver->CheckVkResult(vkr);
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if(vkr == VK_SUCCESS)
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{
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