D3D11: Allow no-op pixel shader output.

On HLSL 4+, the debug runtime issues a warning when we try to render
to a color output in the pixel shader that doesn't have a matching
render target bound. This happens when doing a depth or stencil-only
render pass. We only need to bind a dummy output in HLSL 3, so tighten
the workaround we had in place and fix the warning for D3D11.

BUG=angleproject:2025

Change-Id: I16ba9e907f3a6e59afff93fe4583d084cbdf42c5
Reviewed-on: https://chromium-review.googlesource.com/617268
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/Context.cpp b/src/libANGLE/Context.cpp
index ebd0653..9fc081a 100644
--- a/src/libANGLE/Context.cpp
+++ b/src/libANGLE/Context.cpp
@@ -2853,7 +2853,7 @@
     InfoLog infoLog;
     Error err = mImplementation->triggerDrawCallProgramRecompilation(this, &infoLog,
                                                                      mMemoryProgramCache, drawMode);
-    if (err.isError())
+    if (err.isError() || infoLog.getLength() > 0)
     {
         WARN() << "Dynamic recompilation error log: " << infoLog.str();
     }