Fix crash when D3D11 backend fails to create shader due to driver failure
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@@ -31,7 +31,7 @@ ID3D12CommandAllocator* CommandAllocatorPoolDX12::RequestAllocator(uint64 comple
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if (firstPair.First <= completedFenceValue)
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{
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allocator = firstPair.Second;
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VALIDATE_DIRECTX_RESULT(allocator->Reset());
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VALIDATE_DIRECTX_CALL(allocator->Reset());
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_ready.RemoveAtKeepOrder(0);
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}
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}
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@@ -39,7 +39,7 @@ ID3D12CommandAllocator* CommandAllocatorPoolDX12::RequestAllocator(uint64 comple
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// If no allocators were ready to be reused, create a new one
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if (allocator == nullptr)
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{
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VALIDATE_DIRECTX_RESULT(_device->GetDevice()->CreateCommandAllocator(_type, IID_PPV_ARGS(&allocator)));
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VALIDATE_DIRECTX_CALL(_device->GetDevice()->CreateCommandAllocator(_type, IID_PPV_ARGS(&allocator)));
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#if GPU_ENABLE_RESOURCE_NAMING
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Char name[32];
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swprintf(name, 32, L"CommandAllocator %u", _pool.Count());
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