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Small fixes for D3D12: Do not return false when enumerating, and add a null check for the Fence object
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@ -192,10 +192,10 @@ bool d3d12_init_base(d3d12_video_t* d3d12)
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#ifdef __WINRT__
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if (FAILED(DXGIEnumAdapters2(d3d12->factory, i, &d3d12->adapter)))
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return false;
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break;
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#else
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if (FAILED(DXGIEnumAdapters(d3d12->factory, i, &d3d12->adapter)))
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return false;
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break;
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#endif
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IDXGIAdapter_GetDesc(d3d12->adapter, &desc);
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@ -159,7 +159,7 @@ static INLINE HRESULT D3D12ResetCommandAllocator(D3D12CommandAllocator command_a
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static INLINE ULONG D3D12ReleaseFence(D3D12Fence fence) { return fence->lpVtbl->Release(fence); }
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static INLINE UINT64 D3D12GetCompletedValue(D3D12Fence fence)
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{
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return fence->lpVtbl->GetCompletedValue(fence);
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return fence && fence->lpVtbl->GetCompletedValue(fence);
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}
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static INLINE HRESULT D3D12SetEventOnCompletion(D3D12Fence fence, UINT64 value, HANDLE h_event)
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{
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