Small fixes for D3D12: Do not return false when enumerating, and add a null check for the Fence object

This commit is contained in:
Dwedit 2019-07-02 19:46:02 -05:00
parent 4fdf33e5f8
commit 10343d51b9
2 changed files with 3 additions and 3 deletions

View File

@ -192,10 +192,10 @@ bool d3d12_init_base(d3d12_video_t* d3d12)
#ifdef __WINRT__
if (FAILED(DXGIEnumAdapters2(d3d12->factory, i, &d3d12->adapter)))
return false;
break;
#else
if (FAILED(DXGIEnumAdapters(d3d12->factory, i, &d3d12->adapter)))
return false;
break;
#endif
IDXGIAdapter_GetDesc(d3d12->adapter, &desc);

View File

@ -159,7 +159,7 @@ static INLINE HRESULT D3D12ResetCommandAllocator(D3D12CommandAllocator command_a
static INLINE ULONG D3D12ReleaseFence(D3D12Fence fence) { return fence->lpVtbl->Release(fence); }
static INLINE UINT64 D3D12GetCompletedValue(D3D12Fence fence)
{
return fence->lpVtbl->GetCompletedValue(fence);
return fence && fence->lpVtbl->GetCompletedValue(fence);
}
static INLINE HRESULT D3D12SetEventOnCompletion(D3D12Fence fence, UINT64 value, HANDLE h_event)
{