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SDL_ClaimWindowForGPUDevice() should fail for transparent windows

The GPU API doesn't currently support transparent windows (transparent swapchain effects doesn't seem possible on D3D12) so we should explicitly fail so users don't expect transparency and then not get it.

Fixes https://github.com/libsdl-org/SDL/issues/12410
Sam Lantinga 5 月之前
父節點
當前提交
2fbb583290
共有 1 個文件被更改,包括 5 次插入2 次删除
  1. 5 2
      src/gpu/SDL_gpu.c

+ 5 - 2
src/gpu/SDL_gpu.c

@@ -2653,8 +2653,11 @@ bool SDL_ClaimWindowForGPUDevice(
 {
     CHECK_DEVICE_MAGIC(device, false);
     if (window == NULL) {
-        SDL_InvalidParamError("window");
-        return false;
+        return SDL_InvalidParamError("window");
+    }
+
+    if ((window->flags & SDL_WINDOW_TRANSPARENT) != 0) {
+        return SDL_SetError("The GPU API doesn't support transparent windows");
     }
 
     return device->ClaimWindow(