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

(cherry picked from commit 2fbb583290)
This commit is contained in:
Sam Lantinga
2025-03-21 11:58:42 -07:00
parent eb9faad124
commit ed8e7e85f0

View File

@@ -2646,8 +2646,11 @@ 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(