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GFX: improve CreateTexture error by logging the texture GUID as well
Most textures in the retail product do not have debug names. A GUID however is still very useful to have. Log the GUID here too. The CreateShaderResourceView call already logs the GUID along with the texture debug name.
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@ -191,7 +191,8 @@ void CreateTextureResource(TextureAsset_s* textureHeader, INT_PTR imageData)
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const HRESULT createTextureRes = D3D11Device()->CreateTexture2D(&textureDesc, subResData, &textureHeader->pInputTexture);
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if (createTextureRes < S_OK)
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Error(eDLL_T::RTECH, EXIT_FAILURE, "Couldn't create texture \"%s\": error code = %08x\n", textureHeader->debugName, createTextureRes);
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Error(eDLL_T::RTECH, EXIT_FAILURE, "Couldn't create texture \"%s\" (%llX): error code = %08x\n",
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textureHeader->debugName, textureHeader->assetGuid, createTextureRes);
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D3D11_SHADER_RESOURCE_VIEW_DESC shaderResource{};
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shaderResource.Format = dxgiFormat;
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