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GPU/D3D11: Don't add UV limits to input layout when unused
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@ -362,9 +362,10 @@ bool GPU_HW_D3D11::CompileShaders()
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if (!vs_bytecode)
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if (!vs_bytecode)
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return false;
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return false;
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const HRESULT hr = m_device->CreateInputLayout(attributes.data(), static_cast<UINT>(attributes.size()),
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const UINT num_attributes = static_cast<UINT>(attributes.size()) - (m_using_uv_limits ? 0 : 1);
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vs_bytecode->GetBufferPointer(), vs_bytecode->GetBufferSize(),
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const HRESULT hr =
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m_batch_input_layout.ReleaseAndGetAddressOf());
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m_device->CreateInputLayout(attributes.data(), num_attributes, vs_bytecode->GetBufferPointer(),
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vs_bytecode->GetBufferSize(), m_batch_input_layout.ReleaseAndGetAddressOf());
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if (FAILED(hr))
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if (FAILED(hr))
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{
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{
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Log_ErrorPrintf("CreateInputLayout failed: 0x%08X", hr);
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Log_ErrorPrintf("CreateInputLayout failed: 0x%08X", hr);
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