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D3D12: Fix shader model check, initialization error handling
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@@ -5839,7 +5839,7 @@ Error RenderingDeviceDriverD3D12::_check_capabilities() {
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#define D3D_SHADER_MODEL_TO_STRING(m_sm) vformat("%d.%d", (m_sm >> 4), (m_sm & 0xf))
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ERR_FAIL_COND_V_MSG(!shader_capabilities.shader_model, ERR_UNAVAILABLE,
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ERR_FAIL_COND_V_MSG(shader_capabilities.shader_model < SMS_TO_CHECK[ARRAY_SIZE(SMS_TO_CHECK) - 1], ERR_UNAVAILABLE,
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vformat("No support for any of the suitable shader models (%s-%s) has been found.", D3D_SHADER_MODEL_TO_STRING(SMS_TO_CHECK[ARRAY_SIZE(SMS_TO_CHECK) - 1]), D3D_SHADER_MODEL_TO_STRING(SMS_TO_CHECK[0])));
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print_verbose("- Shader:");
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@@ -6058,6 +6058,8 @@ Error RenderingDeviceDriverD3D12::_initialize_command_signatures() {
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}
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Error RenderingDeviceDriverD3D12::initialize(uint32_t p_device_index, uint32_t p_frame_count) {
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glsl_type_singleton_init_or_ref();
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context_device = context_driver->device_get(p_device_index);
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adapter = context_driver->create_adapter(p_device_index);
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ERR_FAIL_NULL_V(adapter, ERR_CANT_CREATE);
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@@ -6087,7 +6089,5 @@ Error RenderingDeviceDriverD3D12::initialize(uint32_t p_device_index, uint32_t p
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err = _initialize_command_signatures();
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ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
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glsl_type_singleton_init_or_ref();
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return OK;
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}
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