Fix crash when D3D11 backend fails to create shader due to driver failure
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@@ -73,7 +73,7 @@ bool DescriptorHeapWithSlotsDX12::Create(D3D12_DESCRIPTOR_HEAP_TYPE type, uint32
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// Create heap
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const HRESULT result = _device->GetDevice()->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap), reinterpret_cast<void**>(&_heap));
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LOG_DIRECTX_RESULT_WITH_RETURN(result);
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LOG_DIRECTX_RESULT_WITH_RETURN(result, true);
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// Setup
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_type = type;
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@@ -196,7 +196,7 @@ bool DescriptorHeapRingBufferDX12::Init()
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desc.Flags = _shaderVisible ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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desc.NodeMask = 0;
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const HRESULT result = _device->GetDevice()->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&_heap));
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LOG_DIRECTX_RESULT_WITH_RETURN(result);
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LOG_DIRECTX_RESULT_WITH_RETURN(result, true);
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// Setup
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_firstFree = 0;
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