Splitting logging core into poly.
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@@ -125,7 +125,7 @@ void D3D11GraphicsDriver::InitializeInvalidTexture() {
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HRESULT hr = device_->CreateTexture2D(
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&texture_desc, &initial_data, (ID3D11Texture2D**)&texture);
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if (FAILED(hr)) {
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XEFATAL("D3D11: unable to create invalid texture");
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PFATAL("D3D11: unable to create invalid texture");
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return;
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}
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@@ -155,7 +155,7 @@ void D3D11GraphicsDriver::InitializeInvalidTexture() {
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hr = device_->CreateSamplerState(
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&sampler_desc, &invalid_texture_sampler_state_);
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if (FAILED(hr)) {
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XEFATAL("D3D11: unable to create invalid sampler state");
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PFATAL("D3D11: unable to create invalid sampler state");
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return;
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}
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}
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@@ -401,7 +401,7 @@ bool D3D11ProfilerDisplay::SetupFont() {
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hr = device->CreateSamplerState(
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&sampler_desc, &font_sampler_state_);
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if (FAILED(hr)) {
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XEFATAL("D3D11: unable to create invalid sampler state");
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PFATAL("D3D11: unable to create invalid sampler state");
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return false;
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}
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