Add a missing error check to the D3D11 device creation. May help #12039?

This commit is contained in:
Henrik Rydgård 2019-05-15 22:55:24 +02:00
parent 55ea42594c
commit 0320b4961b

View File

@ -103,33 +103,37 @@ bool D3D11Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
HRESULT hr = E_FAIL;
std::vector<std::string> adapterNames;
std::string chosenAdapterName;
IDXGIFactory* pFactory = nullptr;
if (result == LoadD3D11Error::SUCCESS) {
std::vector<IDXGIAdapter *> adapters;
int chosenAdapter = 0;
IDXGIFactory * pFactory = nullptr;
ptr_CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&pFactory);
hr = ptr_CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&pFactory);
if (SUCCEEDED(hr)) {
IDXGIAdapter *pAdapter;
for (UINT i = 0; pFactory->EnumAdapters(i, &pAdapter) != DXGI_ERROR_NOT_FOUND; i++) {
adapters.push_back(pAdapter);
DXGI_ADAPTER_DESC desc;
pAdapter->GetDesc(&desc);
std::string str = ConvertWStringToUTF8(desc.Description);
adapterNames.push_back(str);
if (str == g_Config.sD3D11Device) {
chosenAdapter = i;
IDXGIAdapter* pAdapter;
for (UINT i = 0; pFactory->EnumAdapters(i, &pAdapter) != DXGI_ERROR_NOT_FOUND; i++) {
adapters.push_back(pAdapter);
DXGI_ADAPTER_DESC desc;
pAdapter->GetDesc(&desc);
std::string str = ConvertWStringToUTF8(desc.Description);
adapterNames.push_back(str);
if (str == g_Config.sD3D11Device) {
chosenAdapter = i;
}
}
}
chosenAdapterName = adapterNames[chosenAdapter];
hr = CreateTheDevice(adapters[chosenAdapter]);
for (int i = 0; i < (int)adapters.size(); i++) {
adapters[i]->Release();
chosenAdapterName = adapterNames[chosenAdapter];
hr = CreateTheDevice(adapters[chosenAdapter]);
for (int i = 0; i < (int)adapters.size(); i++) {
adapters[i]->Release();
}
}
}
if (FAILED(hr)) {
if (pFactory)
pFactory->Release();
const char *defaultError = "Your GPU does not appear to support Direct3D 11.\n\nWould you like to try again using Direct3D 9 instead?";
I18NCategory *err = GetI18NCategory("Error");